Four-armed Lizard Men, native to Zanaga, Point Cost = 8
Score: 224 | 8/19/19 |
The Mahkim are a four-armed reptilian race, and the inheritors of the lizardman empire. Once they were the martial scions of the lizardmen, and the legacy of those glorious days remains in their advanced tactics, unique weapons, and jungle combat skills. While those lizardmen who remain are primitive descendants who remember little of their ancestors’ glory, the Mahkim have lost little of their culture. Many tribes of Mahkim dwell upon ancient roads or in the shadow of an old lizardman temple, protecting these structures from the agents and war parties of the nagas, who are eager to steal their secrets.
They are notable for the healing properties of their eggs. Adventurers often attempt to steal Mahkim eggs as they fetch a high price in the ports of Terrinoth and Al-Kalim. As such, the Mahkim are fiercely protective of their nests.
The Mahkim's greatest enemy on Zanaga are the Nagas, as the two races have fought for domination of the land. The largest Mahkim village resides on the back of the massive crocodile Ravin. They worship the beast as a god, and they are constantly feeding his voracious appetite.[1]
One in a thousand Mahkim is spawned as a Great One, which is far larger than a standard Mahkim. These Mahkim are considered to have been chosen by the primal gods.
+2 STR, +2 CON, -2 CHA
Base Movement is 40'
Darkvision of 60'
Natural armor: +5 to AC
Natural Weapons: Claw (1d6), Bite (1d8)
Bonus Feat: Multi-attack (Natural Weapons only). However, the extra arms allow for one extra attack per round with a weapon (and the other can hold a shield, etc.). This equates to a bonus feat of Two-Weapon Style.
Amphibian: Can hold breath for a number of rounds equal to CON x 4 plus bonus
Favored Class: Fighter, Druid