Deep Dwellers «Marlok»

Deep Dwellers «Marlok»
Deep Dwellers «Marlok»

Creature Metadata

Reported By
Douglas A. Lent
Source
Dragon 98 - Ares Section June 1985 - GW2
Role
_Warning: Missing Biome Role Details_ - The details regarding this creature's role in its world or biome are missing. This could be due to incomplete data collection or loss over time.
Base Stock
Human
MCC Stat Block
Marlok 'Deep Dwellers' (1d4+2 (4)): Init +4; atk see description; AC 18; HD 5D5 hp 15 each; MV 23' ; 1d20; SV Fort +1, Ref +1, Will +2
Mutations
Dark dependency, directional sense, heightened precision, heightened sense (hearing), mass mind, (improved), molecular disruption, telekinesis

Combat & Physical Stats

Number Appearing
1d4+2
Morale
8
Hit Dice
HD 5D5
Armor
8 (AC 18)
Size
Medium 1.5 Meters Tall
Movement
MV 23'
Attack
See Description

Ability Scores

MS:
16
PS:
13
IN:
16
DX:
14
CH:
13
CN:
13

Ecology & Logistics

Frequency
Very Rare
Organization
Nomadic Clan/Family
Activity Cycle
Night
Diet
Special
Habitat
Underground, most often beneath hills and ruins
Tech Level
1 - 6
Artifacts
Possessions

Description (Initial Observations): Marloks look like Pure Strain Humans, except for their extremely pale skin and their large, light-sensitive eyes, both of which are the result of their subterranean exist- ence. Why those humans who were the marloks ancestors went underground in the first place is not clear, though it is thought they might have been refugees from the devastation during the Social Wars, or even command personnel con- trolling the war from deep below the earth. No matter what their origins, marloks are one of the most successful of the various subterranean races and are widespread, often migrating from one underground complex to another by traveling at night on the surface.Marloks lead a nomadic life while underground, traveling various tunnels, caverns, and other passageways in small, close-knit groups. Because of the large number of subterranean preda- tors, they seldom stay in any one place for more than a few days. Marloks often use tunnels to the surface to send out nighttime foraging parties to collect whatever edible plants and animals they can get. These are used to supplement the usual marlok diet of roots and fungi. However, since marloks do not recog- nize the rights of surface people, they often are not above raiding a nearby village for foodstuffs, though some groups have been able to establish mutual trade arrangements in which the marloks receive food for metals and an occasional artifact or two.Marloks have developed several powers to aid in underground survival. Their directional sense helps individuals to find their way back to their clan if separated, and this ability also helps in navigating the maze of underground passageways. Heightened precision lets them test the stability of tunnels and caves before entering them. Their heightened hearing, besides detecting the approach of enemies, can also detect the sounds of settling and potential collapse in tunnel systems. Telekinesis is often used to move obstructions from their path; if objects do not prove easily movable, molecular disruption can usually reduce them to more manageable size. Should the exercise of the former two abilities be beyond the range of any one individual, then their mass mind can increase their power output. The marlok racial ability of mass mind is better than the type usually encoun- tered, in that the base chance of any of the participants dying is only 1% ( + 1% for each minute of contact). All involved in the mass mind share a weak tele- pathic link while in contact, between those in the link who are touching.

Behavior & Society

Reactions
No known interactions
Behavior
Behavior modeling incomplete
Repair & Healing
Behavior not recorded
Society
Anthropological studies incomplete

Additional Creatures

The Albuquerque Starport

MM2

Dragon 98 - Ares Section June 1985 - GW2

GW08 Module

Dragon Magazine 108

Master's of the Earth Campaign: MA-1 The Trials

1st Edition

Polyhedron 144

GW05 - Rapture of the Deep

Polyhedron 15

0th Edition - Metamorphosis Alpha

Mud Glat Walker

Polyhedron 02

6th Edition - Machines & Mutants

GW01 - The Legion of Gold

Paths of the Lil in White Dwarf

GW07 Module

Famine at Fargo 7th Edition

GW06 Module

Dragon Magazine 113

White Wolf: Midnight in the Mystery Garden

Polyhedron 03

GW09 Module

6th Edition - Beyond the Horizon

5th Edition

2nd Edition

6th Edition

Master's of the Earth Campaign: MA-5 The Savage Beast

Master's of the Earth Campaign: MA-6 City of the Ancients

3rd Edition

GW02 - Famine in Far-Go

The Barracks Raid

Trouble in Freesboro

GW10 Module

Dragon Magazine 126

Ted Tschopp

Polyhedron 27

Badder to the Bone II

GW05

GW03 - The Cleansing War of Garik Blackhand

GW06 Module, MM2

4th Edition

Polyhedron 14

Dragon Magazine 075

Dragon Magazine 098

Dragon Magazine 130

Dragon Magainze 130

Badder to the Bone

METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis

Masters of the Earth Campaign: MA-2 The Town of Boze

GW04 - The Mind Masters

There will be War

Dragon Magainze 085

Polyhedron 10

Dragon Magazine 104

Polyhedron 44

Master's of the Earth Campaign: MA-4 To the Rescue

Omega Project


Webmentions

Connect your blog or website to this post via Webmentions. Link to this article and your response will appear below, fostering a web-wide discussion. Supports comments, likes, and reposts from any Webmention-enabled site.