Malenti

by CartographerSol

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Malenti

“There is a bond between aquatic elves and their hated enemies, the sahuagin, that neither race openly acknowledges. If sea elves are present within a mile or so of a sahuagin encampment, then approximately one out of every hundred sahuagin births resembles an aquatic elf rather than a sea-devil. Most of the time, these offspring, known as malenti, are eaten by their parents. Once in a great while, a malenti is allowed to live to adulthood because its physical resemblance to an aquatic elf, in combination with its sahuagin upbringing and attitude, make it an ideal spy in elven communities.”

Advanced Dungeons & Dragons 2nd Edition: Monstrous Manual.

Savage and Deceptive

With a sahuagin’s savage heart concealed by a sea elf’s grace, a malenti is a natural born chameleon and predator. In all respects a malenti appears to be a sea elf, from their pale skin to the angular bone structure of their faces. Only the most perceptive of elves can tell them apart, and even then not at a glance. Oddly, a few dolphins have exhibited the ability to see through the malenti’s deception and discern their true nature. Appearing to be able to discern the differences between sea elves and malenti by a subtle unique scent, the creature’s keen senses have become a cautionary tale to many a malenti spy. Even still, the rare nature of a malenti paired with the small population of dolphins sensitive to the subtle differences cause such encounters to be unlikely.

Mutated Outcasts

Born to sahuagin parents, many malenti are killed and eaten before they live their first day. The deep hatred between the fair folk of the sea and the brutal sahuagin prompts a deep instinctual violent response by an adult sahuagin to the sight of a sea elf child in a nest of sahuagin hatchlings. However, some enterprising sahuagin barons seek these mutants out, sheltering them from the murderous intent of the populace. Under the Baron they are trained and raised for the purpose of subterfuge, with loyalty to the baron and the sahuagin impressed upon them heavily. Many malenti have a strong

bond with Sekolah, the primordial shark god of the sahuagin, looking to her for strength as they struggle to survive in their harsh environment.

Not all malenti stick to their home tribes. Often as they go out and spend more time around sea elves and away from the influence of the barons, malenti begin to doubt the cause of the sahuagin tribes. These malenti escape the bonds of their masters and often abandon their faith in Sekolah to live quiet existences in remote parts of the ocean. Some are fortunate enough to find kin with other malenti who have escaped their lives as spies, forming small communes or tribes where they tenuously begin to take their first steps of creating their own culture apart from the sahuagin.

Malenti Names

Most sahuagin claim a name for themselves once they are old enough to fight. Whether or not that name sticks depends on how strong they are. In the process, many sahuagin also earn titles, which take the place of a family name to the creatures. No family loyalty exists to the sahuagin, each simply striving for strength, even stepping on other sahuagin to get there. malenti who grow up in these sahuagin tribes are often given a name by the barons who raise them, but often they will take on another, more elven name, to use as a moniker as they infiltrate sea elf tribes. These dual names can get confused later in life, one or the other taking a primary spot as the malenti matures and finds their own path.

Male Sahuagin Names: Ak’shek, Baalqil, Gaarthrux, Kalik, Korel, K’shegla, Manistas, Qu’arl.

Female Sahuagin Names: Amrinee, Baerlek, Eevine, Daarkel, Gaermree, Laaqueel.

Male Elf Names: Adran, Arenar, Aiduin, Eldar, Eltaor, Gormer, Jassin, Neldor, Peren, Quarion, Thamior, Varis.

Female Elf Names: Adrie, Alias, Althaea, Lia, Meriele, Quelenna, Silaqui, Thia, Tsarra, Vadania, Zestari.

Malenti Traits

Your malenti have a variety of natural abilities, the result of their mutation and heritage.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. You bear resemblance to sea elves in many respects, including in the length of your lifespan. A malenti matures at

a slightly faster rate than humans, reaching physical maturity at around the age of 16. They can live to be 450 to 500 years old.

Alignment. Malenti are heavily influenced by their upbringing, and as many are raised among sahuagin, this means they are savage, cold, and uncaring - making them as evil as the barons that raise them. However, their dedication to the shark god Sekolah and the barons that raise them make them tend towards law. A malenti who has left their tribe behind tends to have a focus more towards personal survival, shifting more towards neutrality as the influences of the sahuagin are removed.

Size. Like elves, you can range from under 5 to over 6 feet tall and have a fairly slender build. Your size is Medium.

Superior Darkvision. Accustomed to the dark depths of the ocean, you have superior vision in dark and dim environments. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were in dim light. You can’t discern color in darkness, only shades of gray.

Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious. You can breathe air and water.

Savage Spy. You gain proficiency in either the Deception or Intimidation skill.

Abyssal Alertness. Malenti, like sea elves, do not need to sleep in the tradtional sense. Instead, they can partially shut off their brain for 4 hours a day. This process appears the same as an elf’s trance. While in this state, the malenti experiences the darkness of the deepest depths of the ocean. After resting in this fashion, you gain the same benefit a human does from 8 hours of sleep. If you rest in this manner during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Hunter of the Sea. As a bonus action, you may reveal

hidden claws from your fingertips, or retract them back into your fingers. These claws are a natural weapon, with which you may use to make unarmed strikes. If you hit with them, you may deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. While your target is missing at least half their hit points, you have advantage on attack rolls you make with these claws against that target.

Conqueror of the Sea. You can telepathically communicate simple ideas with any beast that has an innate swim speed. Additionally, you have advantage on any Wisdom (Animal Handling) or Charisma (Persuasion) checks made while interacting with sharks.

Languages. You can speak, read, and write Common, Elvish, and Sahuagin. Sahuagin is a harsh and cold language that has been formed to be spoken underwater, and does not have a traditional written form. Instead, sahuagin record messages and other information by inscribing a string of shells to emit a song when pulled through the water at such a frequency that only sahuagin ears can hear.




Image Credits
  • Sunken Ruins (Expeditions) MtG Art from Battle for Zendikar by Adam Paquette
  • Laaqueel. Mike Vilardi, Dragon Magazine #255

Created by u/Cartographer_Sol

@SolCartographer on Twitter

 

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