Swampel (4e Race)
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Mutant Frogs hiding in the swamps, a reclusive lot of amphibians
|Average Height: 4.6 ft|
|Average Weight: 75 lbs|
|Ability Scores: +2 Dexterity, +2 Wisdom|
|Speed: 6 squares|
|Vision: Low light vision|
|Languages: Elven, Common|
|Skill Bonuses: +2 Acrobatics +2 Nature|
|Water breather: You are able to breathe water just as well as air, you cannot be drowned or suffer suffocation penalties in water|
|Sticky: you gain a +5 bonus to Athletics checks made to climb.|
|Fungi: you are considered a plant for the purpose of racial traits relating to that keyword|
|Mutant: Choose either the tentacle lash or frog song power.|
|Athletic swimmer: you have a swim speed 8|
Swampel are the result of a fusion of various aquatic creatures, coming together to form one entity. Sages argue that Swampel originated in the wetlands of the prime material plane, formed by the intrusion of arcane or primal energy into some sort of frog-like creatures. In truth they were created in the swamps of the feywild as echoes to the frogs in the real world. Over time, this echo gradually mutated by constant exposure to arcane magic until it was unrecognizable. from there they retreated into the prime material plane, settling and adapting in the wetlands of the world.
Play a swampel if you want:
- To be a mutated species with a mythical background
- To call upon the traits of frogs in battle
- To be a part of a reclusive race that prefers to stay out of the way of others
- To be a member of a race that favors the druid, Ranger, and Shaman classes
Swampel have the physiology of regular frogs, though the mutations have caused subtle differences. Their colors range from green, brown, red, blue, and gray. They sport 4 tentacles on their back, which in addition sports a large amount of fungal growth, mushrooms and other fungi make their home on the back of this creature. In addition it has naturally growing moss and vines on top of it's head, and under its chin, giving the impression as a substitute for hair. Their eyes are naturally red or orange, and glow in low levels of light. Contrary to their appearance, Swampel are actually bipedal, but can switch to regular frog-like movement if necessary. Their entire body is covered in a coating of slime, making them somewhat slippery to the touch, but they manage to remain sticky by generating slimes of different properties, which is in fact sweat.
Attitudes and Beliefs
Most Swampel remain as very detatched from any social gathering. Preferring to rather stay out of the way of most civilizations. They also tend to be very secretive, never revealing much about themselves to most people, even friends are hard pressed to get Swampels in a talkative mood. They remain extremely aloof, detached from the world, preferring to bury themselves in deep complex thought or meditation or socialize with anybody except for their own race, giving them a sense of arrogance, when in reality its shyness. Swampel believe that all things living should be treated with respect, its not surprising for one to find a swampel caring for an injured flower, hugging an ancient tree, or mourning the death of a crop. This stems into what others perceive as obsession, with Swampels portraying great emotion, which may seem as a love spiraling into insanity, and only members of the race understand the deep felt connection between them and flora.
Swampels live in tribes dotted along wetlands. At the head is the chief of the tribe, usually the one to make major decisions for the entire tribe. Next in the power pyramid are the magic users, mainly shamans and druids in charge of defending the tribes territory and tending to the wildlife, communing and getting aid from spirits, and likewise. Next are the gaurdsmen, Swampel who use martial might, who are charged with guarding the tribes territory and make up the majority of the militia. Finally are the landworkers, laborers, and otherwise peasents, Swampels that take care of common tasks such as managing teachings, tending to crops, and other menial tasks. Children are usually initiated into clan labor as soon as possible, with orientation starting at age 13.
Oorna is a swampel druid. a swampel loyal to her tribe, she uses her powers to protect it from onslaughts from other invading forces bent on destroying the tribe.
Ulgta is a swampel shaman, who's communication with spirits exceeds even his own expectations. he left his tribe on a journey of self discovery and now walks the border of the world he knows and that of the spirits.
Shmiran is a swampel ranger, running from a painful past. His community was overrun by wild beasts and now he finds salvation in ripping them to quivering shreds with whatever he has on him, and how the mood strikes him.