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(Note: for more information on the vital statistics of various races, see the Age, Height, and Weight page)

Akashic Races[]

Atlantean: Atlanteans are an offshoot of humanity that due to hubris, akashic energies, and a divinely created cataclysm have adapted to existing beneath the waves.

Araenae: A species of spider-like magical beast that had lived deep underground before being forced to adapt to other environments.

Avead: Occasionally a daevic’s bond with their patron will grow so powerful that it corrupts their very blood with the daeva’s power, passing some of it along to their offspring or distant ancestors.

Cactusfolk: Cactusfolk are small but quick creatures. Reminiscent of a bipedal cactus, cactusfolk are protected by a coat of prickly spines.

Creeper: Creepers are slow, deadly, and possessed of an unusual air of menace. Appearing as a cross between a plant and some kind of tailed turtle, these solitary creatures are greatly feared by those who have witnessed their deadly skills in battle.

Drowmedary: Odd fusions of drow and gamla, drowmedaries are the nomads of the underground.

El'in: These majestic fey are infused with akashic power, from the tips of their antlers to the soles of their hooves.

Gamla: The gamla are a race of bipedal humanoids who appear to be a cross between a half-giant and a camel.

Living Veil: Veils given life and sentience, they are creatures composed of pure essence which they can shape using their will.

Morphbears: Morphbears are plump, furred creatures reminiscent of a bear cub with dragonfly wings. Highly social, morphbears love adopting professions and roles in society that give them an opportunity to interact with other creatures.

Sobek: The sobek are a race of reptilian humanoids who prefer to live near areas of running water.

Suqur: The suqur have humanoid bodies with the heads, wings, and talons of a falcon. They are a solitary and nomadic folk, difficult to befriend and fierce when offended.

Tuktu: The tuktu are a race of cervine humanoids with many of the physical characteristics common to reindeer. In spite of their tendency to roam and wander, they are well known for their reliability.

Wolgers: Wolgers are fierce, quadrupedal beasts who resemble a hybrid of a large canine and a hunting cat. Powerful and wise, the wolgers make up for an inability to wield manufactured weapons or cast spells with somatic components through their unrivaled speed and raw physical might.

Wyrmkin: Occasionally mistaken for dragons by those unfamiliar with their species, wyrmkin are actually large, sapient, winged lizards. Cunning and quick, wyrmkin are valued as scouts and guardians by communities that can afford to keep the voracious beings fed.

April Fool's and Gonzo Races[]

Doggo: Canis lupus familiaris-- man’s best friend!

Gelatinous Cube: One of the dungeon’s most unusual and specialized predators, gelatinous cubes spend their existence roaming dungeon halls and dark caverns.

Owlbear: Owlbears are notoriously bloodthirsty killers, well known for their short tempers, aggression, and savage nature.

Rezumar: An ancient race, perhaps even older than the planet itself, rezumar are ooze-kin whose primitive biology mimics life’s earliest ancestors.

Teddy Bear: Animated by a mixture of love and divine power, teddy bears are the silent defenders of wayward children and heroic saviours of those in need.

Other Races[]

Aellar: Few half-breeds take as much pride in their heritage as the aellar.

Alicorns:Alicorns are a rare and magical kind of halfbreed, the children of elves and unicorns.

Blinklings:Blinklings love to debate about their origins. Every tribe and village of them has a different song to sing; some tell sweeping romances that tell of the love between a halfling ranger and a valiant blink dog.

Decataur: Elves and centaurs dwell very closely to each other, often within the same forests, and it is not necessarily a surprise that romances develop every so often between open-minded individuals on both sides.

Dreige: Dreigi recall an age when they were true half-breeds, in their dreams.

Eiremian: The children of mysterious lineages connected to the negative energy plane, eiremians inherit an inner stillness that is both calming and numbing, and which comes to define their lives.

Ethumion: Carrying the overflowing energy of their extraplanar ancestors, now tempered by human stability and creativity, ethumions move through the world dancing to their own beat.

Grendle: Many half-breeds must deal with stigma from their parent races, with being seen as “lesser”. Grendles are not these half-breeds.

Half-bugbear: Half-bugbear are typically born to midnight raids or misunderstood romps,

Half-gnoll: There exist a pair of creatures that prove that appearance isn’t everything.

Half-goblins: Half-goblins are usually a product of what some goblins like to refer to as “grrak chuk” a “game of bravery” involving a goblin, a handful of coppers, and a lady of the night.

Half-hobgoblins: Half-hobgoblins are typically a product of war-breeding programs, grinding ever onward in search of fodder.

Half-sahuagin: The half-sahuagin are perhaps unique among the half-breads they were built to be saviors.

Hexbreather: These intelligent and strong creatures are nurtured by their hag mother into dutiful sons and daughters who serve as champions and adjudicators of the hag.

Houri:The children of elves and nymphs, houri are often raised by their immortal mothers, either as only children or with many half-sisters.

Kestrel: The kestrel are living proof of the power of redemption to not just defeat evil, but to change it into something fundamentally good.

Kijin: Kijin are the living legacy of one man’s total failure.

Lasher: Every now and again an apprentice is attempting to prove themselves, or a master fleshcrafter gets so terribly bored, and abominations like the lashers the results of dwarves mixed with ropers are the results.

Lurkers: The race now known as lurkers began their existence in the labs of the Phrenic Hegemony.

Merg: Sailors and shore-dwellers fall in love with beautiful merfolk, and that love is doomed to tragedy and separation. 

Mineralites: Sentient, polymorphic gemstones which have learned to project a holographic physical form that can interact with the world.

Murk: Murks are, perhaps, an inevitable consequence of the interactions between orcs and troglodytes.

Oggr: Born of battlefield atrocities, incredibly improbable romances, and peace treaties between barbarian tribes and ogres.

Ornibus: The results of combining humanoids and howlers, ornibus are Arcenus’s footsoldiers and agents.

Piper: The children of elves (or humans) and satyrs, pipers inherit power over music.

Spring child: The sons and daughters of mortals and dryads.

Sthein: A elf–naga crossbreed.

Trixie: The product of relationships between gnomes and pixies.

Watcher: Long ago, a tribe of gargoyles came to a dwarf hold, begging asylum.

Woodborn: Every now and again the treants and druids come together and wonder what, precisely, they have unleashed.

Wulfkin: It’s rare, but sometimes a humanoid joins the winter wolf’s pack.

Psionic Races[]

Adonai: Elves in Ksaren are called adonais, a name they have given themselves as self-proclaimed lords of the Plains of Ventrad

Atstreidi: Atstreidi appear as living suits of armor, apparently animated by magic or other means.

Blue: Blues are related to goblins, being a goblinoid race, but are actually defined as their own race.

Chimairan: The result of a cross between two of the races of Ksaren, few chimairans have similar physical appearances, except for their pale skin and eyes.

Dromite: Small and insectoid in appearance, dromites stand out in most crowds of humanoids.

Dualist: Dualists are a race of strange and secretive humanoids who are born with a bizarre symbiote that possesses incredible psionic might.

Duergar: Duergars are reminiscent of the dwarves they once were, in that they are short and broad, of powerful stature, but that is where any likeness is lost.

Elan: Built by a shadowy council to live as psionically awakened superior life forms, elans are capable of sustaining themselves with nothing but the power of the mind.

Entoli: Strange things can happen at sea, such as the union of a seafaring maenad and a beautiful siren.

Forgeborn: A hybridization of flesh and minerals, the forgeborn are varied in appearance and form, but were all created by merging psionically-empowered materials with the body of a humanoid to fashion a new creature.

Half-giant: Far back in their ancient history, half-giants were slaves to some form of king.

Kambian: Kambian are amphibious humanoids who can secrete a psionic poison through their skin. Anyone who comes in contact with the poison experiences a terrifying glimpse into multiple possible versions of the future.

Kobold: Unlike traditional kobolds, the kobolds of Ksaren are made of stouter stuff, as they are descended from ophiduan stock.

Maenad: Born with raging emotions that threaten to tear their psyche apart unless properly controlled, maenads do not know why they have these powerful emotions warring within them.  

Noral: The norals are a race of humanoids with a symbiotic bond with the erliss, a small psionic creature also referred to as a dreamscar.  

Ophiduan: Confused with lizardfolk by the ignorant, ophiduans stand out among the other civilized nations in a fashion similar to the dromites, having a more monstrous and distinct appearance than most humanoids.  

Orcan: Found almost exclusively on the continent of Femon, the orcan race is viewed by the other races of Ksaren as bestial and barbaric, even though they possess a cunning nature.

Rana: Neither as mighty as lizardmen, nor as psionic as ophiduans. Rana have trouble fitting in, at times.

Sha'ah Breather: Sha’ah breathers are not necessarily a race: no one is born a breather. Breathers can be a member of any race who has donned the helm of the sha’ah’lar and inhales the sacred smoke. Similar to the elan in this way, a member of any race can cease being what they are at any point and become a sha’ah breather.

Thrallspawn: Thrallspawn are not a wholly natural race; instead, they are the products of many decades of research.

Xeph: Known for their fleetness of foot and natural agility, xephs have a quick wit and the ability to find humor in nearly anything.

Undersea Races[]

This section features races first found in the Cerulean Seas Undersea Campaign Setting and related sources. Though they may be suitable for adventures in other settings, it should be noted that many of these races will have trouble in non-aquatic campaigns. Likewise, other races not found in this section may have trouble in undersea adventures due to their air-breathing nature. All Cerulean Seas races are considered to have the humanoid type unless stated otherwise.

(Editor's Note: Some Cerulean Seas races have the same racial traits, differing only in minor mechanical ways, if at all. In light of this, they are listed here under their "main grouping", with each race's page still structured like any other race. Unless otherwise stated, assume any Cerulean Seas race is of the Humanoid type with the Aquatic subtype. Anthromorph, Feykith, Lesser Kamigei, and Merfolk are subtypes)

Anthromorphs[]

Anthromorphs (a shortened form of the word anthropomorphic or "human-shaped") are basically humanoid, intelligent sea creatures. They often share much in common with their animal sides, including diet, temperament, and habits. However, they also have the advantage of a humanoid form, including hands capable of manipulating fine objects, an upright stance, and the ability to walk on dry land.

The karkanak, mogogol, piscean and sebek-ka are PC race anthromorphs. While their culture, appearance, and characteristics all vary widely, they do have some things in common. Many sages speculate that these commonalities point to a possible shared ancestor or perhaps the same racial progenitor. Unfortunately, no evidence of a race of creatures that all anthromorphs could have originated from has ever surfaced. Likewise, no deity or other power claims to have “created” these races.

All anthromorphs have the following racial traits:

  • Amphibious: Anthromorphs have either lungs or gills, but rarely both. In whichever medium they are not equipped to breathe, they can absorb oxygen for a limited time. Anthromorphs with lungs can survive underwater for 1 hour per 2 points of Constitution (after that, refer to the suffocation rules in the Pathfinder Roleplaying Game). Air floats are often employed by lung-bearing anthromorphs both to affect buoyancy and as portable air containers used for extended stays under the sea. Anthromorphs with gills suffer the same limitations, except on dry land. Gilled anthromorphs need only one gallon of saltwater to reset the suffocation countdown, and will often carry water with them for extended excursions inland.
  • Bestial Senses: Anthromorphs retain some of their animalistic facilities and have an uncanny ability to pick up changes in their surroundings. All anthromorphs gain a +2 racial bonus on Perception skill checks to potentially notice animate creatures or objects. They receive a check to notice movement whenever it happens within 50 feet of them, whether or not they are actively looking.
  • Landwalker: Anthromorphs can move on land at 75% of their swimming movement rate. For example, a mogogol with swim speed of 30 feet can move on land with a speed of 20 feet (round down). The ability to walk on land does not necessarily mean that they need dry land to survive.

Echinn: In the Underdeep, any place that is deemed uninhabitable is nicknamed “echinnlands.” There is much truth in this, as huge tribes of echinns will thrive in areas too barren or inhospitable to other races. These urchin-like humanoids, though typically crude and primitive, are a major force across the abyssal plains.

Hitogoi: Hitogoi, also known as koi-men, are explorers and inventors from deep freshwater lakes and rivers. They are great innovators and pioneers, and many wear specialized breathers that allow them to breathe both saltwater and air without discomfort. They have a burning need to explore and migrate, thus far acting as “tourists”, yet many sea dwellers fear a wave of colonists to follow.

Karkanaks: Karkanaks are common denizens found on all sandy beaches of the realm’s shores. While they are great in number, their presence is seldom felt unless they are severely threatened. Karkanaks prefer to spend their day eating, lounging, crafting, and competing for a mate.

Mogogols: The mogogols began as a small family of boggards (frog people) about five centuries ago. Normally, boggards are selfish and evil, but this clan was inexplicably doomed with a positive and altruistic outlook on life. The mogogol family grew in number and became well-known seafarers.

Naga, Benthic: Somewhere, hidden among the vastness of the Cerulean Seas, is the naga city of Talashaku. The city, said to be built out of crystal and precious gems, is much sought after by treasure hunters and historians alike. Hunters of this fabled realm will warn, however, all benthic nagas who are trained in the psionic arts (which is most of them) are required to take an oath to protect its location. Even if one could get past the thousands of psionic snake-men guarding the city, odds are that one would, at the very least, not remember the tale well enough to tell it.

Pisceans: Pisceans were once considered an evil race. Somewhere in the process of convincing the other races that they turned a new leaf, their society changed. While not a benevolent race by any account, they found peace in balance. They obliterated their wicked temples, and placed kahunas in positions of leadership. While vestiges of corruption remain, the piscean race now strives towards a life of oneness with nature.

Sea Kappa: Sea kappa are the marine cousins of their smaller river- dwelling kin. Once exceedingly rare, sea kappa populations have exploded since the great flood. While some of this is due to a massive shift in the spiritual energies on which the sea kappa thrive, the dragon emperor has also cultivated this race as part of his efforts to build his army.

Sebek-kas: The sebek-ka race was created by a human civilization that crumbled millennia ago. In that bygone age, they were bred to be representations of the god Sebek to serve as priests, temple protectors, and servants to a pharaoh.

Squawk: To the uninitiated, a squawk seems somewhat adorable or perhaps even a little absurd. Few would assume the resolute martial prowess it might possess or the fierceness with which it fights. What it lacks in size and intellect, the squawk more than makes up for in sheer ferocity and combat expertise. Throughout the long history of this race, they were always renowned warriors capable of spectacular victories.

Thanor: The thanor consider themselves to be the most civilized race in all of Isinblare. While it is true that they hold the most sophisticated military, complex government and elaborate cities, they are also known to be among the most dangerous and destructive races in the realm. Thanors regard their “Code of Magnanimity” to be the standard of diplomacy in the realm, though other races often see the code as nothing more than “polite savagery.”

Feykith[]

While the term “fey” refers to all Fey Realm creatures, “feykith” refers to only water-aligned descendants of the Fey Realm who have evolved into new subspecies while living in the world of mortals. Feykith have existed and evolved for so long outside the Fey Realm that they can no longer be considered true fey, though they share many of the characteristics of their fey-born namesakes. This causes all feykith to be innately magical creatures.

Similar to the home of their ancestors, feykith are often unpredictable and filled with extremes. Even though their bloodline separated from that magical realm many millennia ago, they still feel strong ties to magic and nature. The feykith of the sea are invariably beautiful creatures who value art, nature, and magic in all its forms.

Fey have always come in a plethora of forms and types. Their legacy in the sea goes back to the creation of the world. This long history has led to many varieties of commonly recognized fey. The feykith known to inhabit the Cerulean Seas are no exception, as they are all new variations of well-known fey: Elves, naiads, nixies, and selkies.

All feykith have the following racial traits:

  • Low-light Vision: Feykith can see twice as far as seafolk in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
  • Cold Tolerance: Feykith are well accustomed to the cold waters of the sea. Feykith receive a +2 racial bonus on Fortitude saves versus cold weather, severe cold, or exposure.
  • Feykith Magic: Feykith receive a +2 racial bonus on caster level checks made to overcome spell resistance.
  • Feykith Resistance: Feykith have an immunity to sleep spells and effects. In addition, they receive +2 bonus to saving throws against enchantment spells and effects.
  • Glungs: Feykith can breathe both air and water through their mouth and noses, which is then processed through organs known as glungs. For game purposes, these organs function as both gills and lungs.
  • Keen Senses: Feykith have exceptional senses. They receive a +2 racial bonus on Perception skill checks.
  • Landwalker: Feykith can move on land at 75% of their swimming movement rate.

Agloolik: The agloolik have a rich history replete with heroic overtures and villainous conquests. They have filled the role of helpers to the most successful cultures and they have also become notorious pests. Most of all they are known for their great catalogues of scientific knowledge. Feykith who have forgone magic ages ago, they replaced arcane recipes with alchemical formulas, occult lore with technical expertise and mastery of mystical forces with a keen understanding of physical laws.

Asrai, Thalassic: Many sages agree that the fey began as elemental forces of nature that became infused with energy from the world of Fairie. If this is indeed the case, then the Asrai represent the water itself. While the drylanders were familiar with tiny water fairies known as asrai who dwelled in lakes and ponds, their oceanic cousins remained relatively unknown until long after the Great Flood.

Drow, Deep: The drow under Saloth are by no measure less despicable than those that were under the Spider Queen. While some culture is assuredly different from that of their subterranean cousins, the deep drow and the surface drow share much in common such as a matriarchic society, blind devotion to a chaotic evil goddess, and a hatred of all that is good and holy. While a few exceptions exist, the deep drow are irredeemably evil.

Elves, Ice: Ice elves are aquatic elves that have become very specialized to cold climates. Ice elf personality, demeanor and outlook are very similar to that of their elven cousins. However, ice elves are typically more intuitive and less intellectual. These polar feykith use this innate wisdom to form special bonds with the natural wildlife around them, even more so than other elven kin. They are renowned for creating domestic breeds of animals that many regard as untamable.

Elves, Sea: The sea elves of the Cerulean Seas are distant relatives of the surface elves. They share many traits in common including long lives, deep attachment to their surroundings, and arrogant attitudes. Unlike their drylander counterparts, sea elves are by no means considered quiet or reserved. Sea elves are a boisterous lot, and take celebration, vengeance, and pride especially seriously.

Naiads, Viridian: Viridian naiads are benevolent children of nature that share a close kinship with the flora of the sea. Biologically, viridian naiads seem to be more like plants than feykith.

Nixies, Deepwater: Deepwater nixies are a Small-sized race of feykith that almost always appear childlike and beautiful. They dwell in harmony with the sea and sea creatures. Inquisitive by nature, they are often explorers, traveling the lands in search of a new pleasure or rare experience. Above all, nixies love magic and music, and their power is renown throughout the Cerulean Seas.

Rusalka, Abyssal: Very few races embody the concept of deadly beauty as well as the abyssal rusalki. This female feykith often ventures forth from their abyssal homes to stalk the twilight seas in search of a mate, who will not survive the ordeal. Despite their habits, the rusalki themselves are not inherently evil. Rusalki are driven to despicable dealings as the only means to perpetuate their species.

Selkies, Lochgelly: Lochgelly selkies are a race of magical humanoid shapechangers whose natural form is that of an intelligent seal. The selkie may change its form to that of an aquatic elf, and may remain in this alternate form as long as it wishes. Selkies are a passionate race that live in the moment, thrive on adventure and excitement, and adore beauty and talent in all forms.

Lesser Kamigei[]

According to ancient tradition amid the Celadon Shores, nature is divided into five mystical elements; rain, wind, wood, fire, and metal. To preserve the power in each element, animal spirits known as kamigei came into being. The first of these, the greater kamigei, embodied one of each of the five elements. As time went on, they mingled with the mortal races of the world and the lesser kamigei began populating the fringes of drylander civilizations. Unlike their parents, lesser kamigei were mortal and embodied two mystical elements. During the golden age of drylanders, there were 25 different types of kamigei, each revered for their unique powers and honorable duty to uphold the forces of nature.

For ages, kamigei helped to preserve the harmony of the world. The Great Flood, however, tipped the scales forever. As the waters rose, four of the five greater kamigei were obliterated from this world. With their loss, their offspring withered in number and eventually suffered the same fate. All that remains today is the greater kamigei of rain, or Yoikoi, and their children who embody rain and one other element.

  • Fire & Rain: Suibo (jellyfish kamigei), with their blistering tendrils and bioluminescence, embody seemingly opposing elements.
  • Metal & Rain: Heikegani (crab/lobster kamigei), with their iron-hard shells and razor-like claws, do their best to venerate the forces of metal and water.
  • Wood & Rain: The terrifying mizugumo (diving bell spider kamigei) are natural weavers and mangrove dwellers that ensure wood and rain remain in harmony.
  • Wind & Rain: Benitsuru (crane kamigei) are bird-like people that are at home both in the clouds and in the water.

Lesser Kamigei Racial Traits[]

  • Mystical Assault: At character creation, pick one of the following energy types that correspond to one of the two mystical elements that the kamigei has ties to: acid (rain), cold (air), electricity (metal), sonic (wood), or steam (fire). Lesser kamigei gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its limbs in the energy type that corresponds to its chosen mystical element. Unarmed strikes with its limbs (or attacks with weapons held by these limbs) deal an extra point of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its mystical assault early as a free action.
  • Energy Resistance: At character creation, pick one of the following energy types that correspond to one of the two mystical elements that the kamigei has ties to: acid (rain), cold (air), electricity (metal), sonic (wood), or steam (fire). The lesser kamigei gains energy resistance 5 for that energy type.
  • Nature’s Insight: Lesser kamigei gain a +2 racial bonus to Knowledge (Nature) skill checks.

Benitsuru: Benitsuru are the mystical guardians of the shore and sky. While they prefer wading in shallow streams and quiet lakes, they will occasionally venture to the ocean’s edge to satisfy hunger or curiosity.

Heikegani: Acting as the dragon emperor’s elite samurai, the crab- like heikegani begin training in the art of war at an early age. These are not savage warriors, but highly educated tacticians and martial artists, ready to die for their master at any given moment.

Mizugumo: Diving bell spiders are the only natural spider known to spend its whole life under water. As with other spiders, it breathes air, which it traps in a bubble held on its abdomen and legs. Mizugumo, the living embodiments of the mystical elements of wood and rain, mirror these remarkable spiders in both form and habitat.

Suibo: The embodiment of water and fire could not be more accurately captured than by the jellyfish-like suibo. In fact, in the twilight depths that they call home, they appear like little dancing flames that are no less painful to touch.

Merfolk[]

All merfolk are basically humanoid from the waist up, and fish from the waist down. While the union of scales and flesh seems almost magical in origin, they are a natural species with an ancient culture and history. Merfolk are not only the most common and widespread of races in the Cerulean Seas, but they are also the most versatile, filling nearly every niche from hunter and soldier to sorcerer and scholar. Merfolk are the most “human” of the sentient sea races, capable of great feats of kindness and deplorable acts of depravation. It would be hard to imagine "undersea adventures" without the merfolk race being a big part of that.

The Cerulean Seas are home to several species of merfolk that make excellent PC races. The oldest of which, the nommo, is said to be the first merfolk from which all other races of merfolk evolved. Sages postulate that the merfolk species evolved to look and behave much like the creatures that they most commonly interacted with. This would mean that seafolk and humans lived closely at some point in their history, kai-lio were likely descended from hippocampi-riding cavaliers, and the cindarians have a long history of living amid coral reefs.

All merfolk have the following racial traits:

  • Bonus Feat: Merfolk select one extra feat at 1st level because they are quick to master specialized tasks and are varied in their talents.
  • Gills: Merfolk can breathe underwater indefinitely through gills in their neck and sides. Consequently, most merfolk are water dependent, and can breathe for a few hours on land before having to submerge. Nommo begin suffocating immediately upon leaving the water.
  • Seawalker: Merfolk were never meant to move on land. They do so at a movement rate of 5 feet (though may move faster by using the Climb skill, see Chapter 4 for details). This feature generally precludes them from a land adventure at low levels, which should not be a major issue for an entirely aquatic campaign. At higher levels, spells and magic items may help merfolk explore dry-land in short intervals, with more permanent solutions becoming obtainable at the highest levels.
  • Languages: All merfolk begin play speaking Common, which is their native language. Merfolk with high intelligence scores can choose any language they want (except secret languages and Pelagic).

Amphian: The amphians are a race of charismatic nomads. Like most merfolk, they revere art in all forms, but have a special fondness for song, dance, and other forms of entertainment. Regarded by other races as scoundrels, thieves, tricksters, and wastrels for centuries, amphians have developed a unique and close-knit culture.

Asterak: In the deep, dark region of sea known as the demersal zone, the band of water just above the sea floor, one might find an ethereal ballet of luminescent jellyfish and other glowing creatures. If one allows their eyes to adjust, this sight could rival the clearest starry night on the surface. Amidst this wonder, the asteraks thrive, harnessing the magic of the world around them.

Bogger: Boggers were once seafolk. However, that connection is distant and, at best, rarely spoken of. Transformed and mutated by their dark devotion to the goddess of suffering, Sarla, boggers are vicious and vile representations of seafolk.

Cindarians: Cindarians are the peaceful inhabitants and protectors of the coral reefs. They are a friendly folk, though fierce whenever a comrade, loved one, or home is threatened. A cindarian has few natural enemies; even mindless predators have learned to avoid them.

Crystolix: Without a doubt, the crystolix are the most charming race of Isinblare. Beautiful and delicate in form, they have relied on the principles of diplomacy and commerce rather than innovation or military prowess. Their largest strength is cemented in generations of successful trade and warehouses full of potential merchandise.

Kai-lios: Kai-lios are a reticent race of undersea centaurs. They prefer to live in remote, almost desolate areas under the open sea. In this wide open wilderness, they live in harmony with nature, craft great works of art, and raise large families.

Melusine, Free-mind: The nommo often use themselves as an example of an ancient sea-dwelling species that has no significant history of psionic power. However, this is not entirely true, and the melusine stand as living testament to ancient psionic dabbling. The nommo of today will steadfastly deny that the melusine are related to them, though the melusine have never forgotten.

Merkoth: The enigmatic merkoth is rarely encountered, but well-known. To say this unusual merfolk species prefers a solitary existence is not entirely true. While steadfast hermits exist among their kin, many more freely mingle amid the plethora of sea-born societies. It would be more correct to say that merkoth prefer not to interact with others of their own kind. This is perhaps the major contributing factor to their dwindling numbers and infrequent presence.

Mrawgh: Mrawghs are vaguely merfolk in appearance, but larger than average and patterned after a dunkleosteus placoderm. Like this ancient fish, mrawghs have immense heads with equally enormous mouths. Instead of teeth lining these maws, they sport pairs of sharp bony plates which formed a beak-like structure. Mrawghs have no discernable neck, just a large head mounted on broad shoulders. Their arms are often large and muscular. They have stocky, eel-like tails with lobed pelvic fins for better balance. Mrawgh have an inborn aversion to technology.

Ningen, Talilajuk: With some individuals reaching nearly eight feet in length, the talilajuk ningen is a hulk among the PC merfolk races. However, among ningen kind, the talilajuk is the smallest-sized subrace. Many speculate this is the reason for the talilajuk’s comparatively passive approach to other races and the reason it developed powers of stealth. The talilajuk nation is divided into dozens of small tribes (or pods), most of which are reputed to be mercenary in nature.

Ningyo, River: River ningyo are comely shape-shifting koi-like mermaids that inhabit the freshwater lakes and streams of this region. Their tight-knit community and distrust of strangers can make them dangerous adversaries to outsiders. However, the river ningyo’s proclivity for sorcery and folk magic can also make them valuable allies.

Nommos: The Nommo are an ancient race, with ties to the Cerulean Seas that go much farther back than the current residents of the area. Despite their brutish appearance, nommo are scholarly and contemplative, and their curiosity and love of learning mean that they are an established presence in many areas throughout the sea.

Samebito: Often confused with the poison using, storm loving adaro common in the Sapphire Isles, the samebito is a separate breed of shark-themed merfolk. In fact, the samebito may have begun as an offshoot of the adaro race, adopted and nurtured by the dragon emperor to become shock troops and inquisitors.

Seafolk: Seafolk are extremely diverse in their abilities and outlook on life. Regardless of their differences, most seafolk revere beauty in all its forms. Some individuals are artisans of surpassing skill, creating beautiful art, vessels, jewelry, weapons and armor. Others are great authors and sages; collecting and disseminating knowledge with talent surpassing even the sea elves. Still others strive to be paragons of an adventuring class. Being well-suited to any profession or calling creates a plethora of choices for all seafolk.

Seafolk Hybrids: Seafolk are the most diverse sentient creatures of the sea. This may be due, at least partially, to their openness to other cultures and ideas. Some speculate this has a biological source; seafolk can successfully interbreed with a multitude of other species, including species that are seemingly vastly different.

Uobei: Anyone familiar with the tiny betta fish (also known as the Siamese fighting fish) has some idea what an uobei is. If not, then imagine a small, brightly colored aquatic creature that can survive deplorable conditions and still have the vim and vigor to fight another of its kind at any given moment.

Miscellaneous[]

These races fall outside the typical Cerulean Seas subtypes, and are collected here not because they are necessarily related to one another but because there is nowhere else to place them.

Anumi, Aquatic: A typical anumi, from the neck down, is identical to very fit Medium-sized human. Their skin tone varies from olive to dark brown and is often hairless. From the neck up they are entirely bestial and extremely varied. While proportionate to a human head, the animal head can be that of just about any imaginable natural creature. Fish, crocodiles, and dolphins are most common. However, otters, sharks, frogs, and even starfish are also well-known. Any natural beast that someone might have considered a beloved pet or companion may become an anumi.

Aqua-xax: Aqua-xax are a bit more difficult to describe as each new day may bring about one of five different forms, each representing a different category of racial subtypes. Despite its appearance, aqua-xax have an uncannily clear and intellectual sounding voice.

Chrysopsaro: Originating from the Sea of Debts, Chrysopsaro superficially resemble goldfish with rather significant arms extending from where the fish’s pectoral fins would normally be. Their scales appear to be made up of gold coins. An injured chrysopsaro actually bleeds sand and sheds coins. To a chrysopsaro, money is life. They live for the clatter of coins, the thrill of the deal, and the pride of being wealthy.

Dwarf, Austorian: Austorian legend tells how one tribe from the Austoria Mountains (now submerged), with the aid of contraptions pilfered from conquered aboleth, decided to brave the depths of a fathomless subterranean lake. The riches located there were so vast and bountiful, that it took generations to dig it out. When the lakebed was depleted, the dwarves had become entirely aquatic and moved on to even deeper bodies of water.

Dwarf, Pragian: The original dwarf diving armor was based on an ingenious wading suit that certain clans would use for mining flooded caverns. It was large, clunky, and offered a dwarf partial- underwater waterproof activity for about an hour. Nearly a thousand years later, diving armor has evolved to become a second skin for a decidedly amphibious dwarf. The Pragian dwarf is seldom seen out of his armor, and many liken an armorless dwarf to a hermit crab without a shell.

Elf, Eifelian: Elves have always sought to live in balance with the wild, and Eifelians are no exception. However, their sudden aquatic plunge took its toll on their once beautiful culture. Unlike the drylander elves of yore, the mottled and unnatural appearance echoes in their actions, their art, and their culture.

Entobian, Marine: Nymphal marine entobians, also known as “nymphites,” can be likened to vaguely humanoid water-insect larvae with thin and elongated limbs. All entobians have six limbs and are covered in rubbery chitin. Nymphites have two arms and legs like most other humanoids, and a pair of mid-legs. Their arms end in three digit hands and their legs end in two clawed toes. A nymphite’s mid-legs are reminiscent of the hind legs of a water beetle; flattened and vaguely feathery. These appendages aid with swimming and balance underwater. Nymphite entobians can take special feats to assume other insect forms at higher levels.

Gnome, Lochkovian: The gnomes’ connection to the Fey Realm has always made them seem a bit wild. The Lochkovians simply took that one measure further and bound their essence to the body of an animal. How precisely this was done is a closely guarded secret, but it has been generally agreed upon that it had much to do with an ancient gnomish formula, powerful fey magic, and an insanely elderly gnome that lived at the top of a mountain.

Human, Famennian: Famennian children learn to swim before they even take their first steps. The hours they spend underwater serve to strengthen their eye muscles, enabling them to see as well as any other marine species. They do not use any magic or technology to survive under the waves, instead learning to hold their breath for longer than any drylander ever dared possible.

Kvol: While kvols differ greatly in both size (from Small to Large-sized) and form (both humanoid and mefork), they all share one unmistakable feature; they are all essentially transparent slime shells filled with a school of live, luminescent squid. That they are both sapient and sensible and not some unearthly being hell-bent on eating one’s face off is not entirely remarkable, as they claim the underdeep as their home (and they fit right in with the weirdness of this realm). In fact, from a distance they look almost heroic, appearing as radiant silhouettes of stately humanoids or merfolk.

Morgen: Originating from the Sea of Dreams, morgens are undeniably beautiful creatures. Their pale white skin is silky and opalescent. Their purplish hair is almost always long, wild, and flowing, and its color shimmers in the light. It is their large, lidless eyes, however, that most mark them as a creature not of this world. The eyes of a morgen are blue-black orbs filled with swirling stars. From their waist down, they have pale-blue fish tails, much like a seafolk. With these characteristics, many often mistake these creatures for some sort of merfolk-feykith crossbreed, though few feykith or merfolk individuals would make the same mistake.

Nelumbu: Superficially, nelumbu are a species of sentient water lotuses. As such, they have the same characteristic “lily pad” leaves, beautiful flowers, intricate roots, and even a large seed pod. Originally, nelumbu were a fresh water plant species, but they adapt quickly. The vast majority of the nelumbu encountered today are better suited for salt water, though they prefer secluded bays and lagoons and despise the choppy water of the open sea.

Obitu, Aquatic: Obitu are neither dead nor undead. Their life begins when an undead succumbs to a magical disease that consumes what’s left of its flesh and instills its bones with organic life. In a few centuries, the aquatic obitu have become a powerful force in the Underdeep, culling the vast hordes of undead that once thrived here. In a sense, they are the invasive species that is overtaking the natural residents of the bleakest regions of the Azure Abyss.

Oculus, Viden: Nothing is more vigilant than the oculus. This creature’s strange, unblinking eye scours the depths, seeking, spying, and scanning. Its primary success as a species is simply because it almost never misses an opportunity to strike.

Relluk, Sunken: Sunken relluks look like a thing from a forgotten time and a lost culture, patterned after the stone bodies that were initially intended for them. Their outer shell is carved from the living wood of a hapa mangrove tree. The front of their torso features a stylized tribal face. Where a head might be on a humanoid is a large uncut crystal point that glows with heat and light. Unlike many other types of living constructs, relluks need water in order to thrive.

Sahuakin: Sahuakin are not the terrifying monster that one might expect when mixing orc and sahuagin. It was apparent in the very first generation that the hot temper of the orc and the icy heart of the sahuagin combined to form a rather empathetic species. While still crude and inheriting the savage legacy of two deplorable cultures, the sahuakins are continuously at odds with what they are and what their ancestors have done.

Shibaten: The Shibaten were unfairly branded as spies by the dragon emperor mainly because they look vaguely similar to the squawks that are spearheading invasions of the Cobalt Coast. Subjected to mass genocide, many Shibaten boarded hitogoi-made zeppelins and flew off to uncharted waters in hopes of finding a new home. Many were never seen again.

Sisiutl: A sisiutl's appearance is best summed up as an abstract amalgamation of two-headed dragon, fish, and humanoid. Each dragon-head seems to have its own voice and personality, thus making the sisiutl effectively two beings in one body. To say that sisiutls live life slowly is a vast understatement. Although they enjoy a lifespan similar in longevity to sea elves, even this is expanded through a cultural practice where they frequently enter a cryogenic state in which they spend decades, or even centuries, completely suspended in time.

Squole, Sea: Sea squoles are humanoids composed entirely of monochromatic, semi-translucent ooze. Like their drylander cousins, sea squoles also come in many different colors, and the hue often indicates their subtype. They are also a bit less “cohesive” than terrestrial species. They drip, ooze, and seem in a constant state of melting and re-forming. Rarely do they manifest feet at all, instead featuring a flattened blob while swimming, or a pool of ooze while standing.

Visean: Many speculate that the viseans come from the Age of Salamanders, though they are too far naturalized to determine exactly when they came from. A few theorize that their dislike of technology may mean that they have an ancestoral aversion to it. This would mean that they may not be from such a remote past, but a more recent time, or perhaps even the future.

Woggle: Woggles are essentially alchemically altered grindylows, and share much in common with these creatures. Like grindylows, a woggle looks like a wide-mouthed goblin from the waist up and a writhing, slimy octopus from the waist down. However, it is a woggle’s mannerisms that set it apart from a common grindylow most of all. Despite being a goblin-octopus hybrid, they are astonishingly charismatic creatures who excel at music and other forms of entertainment.

Zef: Zefs are a mature race, and usually have a mellow and gentle demeanor. In many ways, they seem to have the attitude of a man in his golden years. This can be a deep wisdom and understanding mixed with childlike wonder, or even a crotchety disposition with a kind heart.

Planars[]

The umbrella term “planars” originally referred to races born in this realm with ancestry from both a watery extraplanar source and that of a drylander race, often human. Later, the term came to encompass other, non-drylander natives of this realm with extraplanar heritage. Regardless of their ancestral composition, a planar’s other-worldly ancestry gives them innate magical powers, and makes them formidable forces in the Cerulean Seas.

The Great Flood did not mean an instant demise for all drylanders. Nearly a century of struggle ensued until they went extinct. During that time, many drylanders looked for a way to continue on through their offspring; making deals, magically compelling, and generally coupling up with extraplanar entities that were strongly aligned with aquatic life. In many ways, this worked, as is evident in the many thriving communities of planars.

However, being the descendants of both drylanders and/or what amounts to alien invaders did not lend well to their acceptance in the seas, and even today planars are viewed with no small measure of suspicion and prejudice.

Nevertheless, the planar’s sway with other, often very powerful, otherworldly influences have rooted them firmly into undersea culture. While not particularly well-trusted, none of the other races dare mount siege on planar communities. Paradoxically, most non-planar races view their alliances with planars as something to be taken very seriously or even nurtured.

The planar PC race subtype is unique among the other subtypes in that it is far more encompassing. In most cases, two different planar types share no common origin at all, unless they share some human ancestry. Even in those cases, the humans involved hailed from desperately different cultures and backgrounds. Likewise the particulars involved in the creation of each race can be vastly different, though often quite well known. For example, apsaras are the natural union between avenging apsars and seafolk, while brothers of frost are the descendants of a human cult that infused their bodies with the essence of frost salamanders.

All planars have the following racial traits unless noted otherwise:

Type: Planars are outsiders with the native and aquatic subtypes.

Darkvision: All planars have Darkvision up to 60 feet.

Landwalker: Most planars can move on land at 75% of their swimming movement rate. (Apsaras are the exception).

Hydro-respiration: The respiration organs of planars require water instead of oxygen. While the planar can avoid suffocation by absorbing water from the humidity in the air while on land, areas of low humidity will cause the planar to suffocate.

Apsara: Apsar are powerful good aligned merfolk- like entities who dwell in the astral sea. Few ever visit the material plane, except for the avenging apsar. This extra-planar policeman has the specialized task of tracking down psionic criminals who flee to aquatic realms. Apsaras are the descendants of avenging apsars and seafolk.

Ashray: Few races are as enigmatic or tragic as the ashray. In an attempt to use chronomancy to shape the race into an aquatic race during the time of the Great Flood, the Ashray ancestors triggered a paradox in which the only resolution was for time to eliminate the race from this world entirely, filling in their accomplishments and impact on the world throughout history with the works of other races. Their ghostly existence lives on, however, in the Well of Worlds.

Brother of Frost: Many from warmer climes will mistake a brother of frost for some sort of polar subspecies of lizardfolk but this could not be further from the truth. In fact, brothers of frost are one of the few races left after the flood that can boast human heritage. Long ago, a strange human cult used arcane magic to mingle their blood with that of a rare creature from the para-elemental plane of Ice known as a frost salamander.

Genai: Genai are naturalized undines with mostly human and marid ancestry. Some historians consider the genai to be the last true remnants of the human race because the genai were founded by a group of human refugees who sought to insure a future for their offspring by arranging marriages to beings from the watery plane.

Hai Nu: Hai nu are aquatic yokai humanoids who live in the warm, shallow, saline waters of the southern half of the Celadon Shores, with the majority of their population residing amid the Sapphire Isles. For the most part, they are a primitive and superstitious people, who spend the majority of their time hunting, fishing, and worshiping various neutrally-aligned forces. They are descended from the offspring of humans and fish spirits from Chikushudo.

Kirah: Kirah are half-demon, half-deep drow monstrosities. They were initially created by the "unholy union" of a Minion of Saloth and a newly-ordained high priestess of the deep drow goddess Saloth. However, they are also able to breed true amongst each other, and most kirah today boast several generations of “natural” propagation.

Spirit Folk: Spirit folk are essentially humans with strong aquatic kami and oni ancestry. As a result of their mottled heritage, one individual’s physical appearance can vary widely from another’s. Originally there were many different types of spirit folk, each with a more homogenous bloodline and appearance. During the age of the Great Flood, however, populations were forced to mingle.

Triton, Shazalarian: The tritons of Shazalar purposefully distinguish themselves from other tritons, although there are no obvious physical differences. The Shazalarian tritons tell of a slightly different set of innate abilities, and of a different overall purpose.

Trueforms[]

Not long ago the civilized races began noting unique members of the animal community. These creatures could speak, think, and even use tools as if they were humanoids. Where these creatures came from, many could not say themselves; they simply ‘awakened.’ Although their origin often could not be pinned down, these creatures themselves took to crafting one. They were trueforms, the pinnacle of their species, and the way the gods intended their kind to be.

With this declaration an uneasy peace grew between the haughty trueforms and those that neighbored with them. The beasts’ declaration of their own perfection and the fact they arose from simple animals gave many people reason to worry. Though, as a whole, trueforms have not banded together the way some feared they would, they can be dangerous depending on the species. While trueform dolphins happen to be playful and friendly, trueform sharks can be cruel and unrelenting machines of destruction fueled by endless hunger.

Most trueform species did not exist before the Great Flood. Those that did were certainly not the same animals that they are today. These ancestral trueforms lacked a key element of being trueforms. For example, the Ixarcs were much more primitive and lacked remora imps, and therefor the ability to use tools. While tales of intelligent animals abound in ancient lore, these creatures were also anomalies, an exceptional single member of an average species, not of an entire race of peers.

All trueforms have the following racial traits unless noted otherwise:

Type: Trueforms are Magical Beasts with the trueform subtype.

Amphibious: Most trueforms have either lungs or gills, but rarely both. In whichever medium they are not equipped to breathe, they can absorb oxygen for a limited time. Trueforms with lungs can survive underwater for 1 hour per 2 points of Constitution. Trueforms with gills suffer the same limitations, except on dry land.

Darkvision 60 feet: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature.

Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light.

Animal Mimicry: When not wearing any equipment, trueforms can easily pass as the normal animal that they are closely related to. A successful Bluff check grants them the ability to blend in with or pass as a normal, "non-sentient" animal.

Bestial Empathy: Trueforms share an affinity with other animals (or vermin) of their own species. For example, a squibbon shares affinity with all octopi, delphins with all dolphins, carchardians with all sharks, and so on. Trueforms gain the ability to communicate with these creatures as if under the effects of a speak with animals spell (caster level equal to 1/2 the trueform’s character level, rounded up). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these trueforms initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.

Tool Use: What truly sets a trueform apart from an ordinary animal with exceptional intelligence is the ability to use tools and manipulate objects as though they had hands, even though most trueforms lack anything resembling hands. This is accomplished in one of three ways, as detailed below:

Hand-equivalent appendages: Trueforms such as the kawauso and squibbon can use tools with their natural anatomy; kawauso using a combination of their mouth and dexterous paws and squibbons using their tentacle-like arms. Regardless of the number of anatomical protrusions (provided that they are not missing any), their ability to use weapons and tools is equivalent to a humanoid of the same size with two normal hands. Those trueforms with hand-equivalent appendages can also wield non-trueform weapons using their normal ability modifiers.

Force Manipulation: Trueforms such as the delphin and rugon use some form of force manipulation to move objects within their own square (or squares in the case of larger trueforms). While the nature of this force may differ (delphins use sound waves, while rugons use innate arcane magic for example), the mechanics of this remains remarkably the same. A trueform with force manipulation can manipulate objects as if he were a humanoid of the same size that had a Strength and Dexterity score of 10. These ability score are not affected by the trueform’s own ability scores, and are also not subject to ability drain or boosts. A trueform with force manipulation can possibly use it to attack with melee or ranged weapons, although they do so as if using the power’s ability scores. However, one major downside to this ability is that force manipulation can be nullified (usually temporarily) by certain magic or other abilities that affect the type of force. For example, a delphin under the effects of a silence spell cannot use tools. Likewise, a rugon in an anti-magic field is as limited as any ordinary sea cow.

Remora Imps: Trueforms such as the carchardian and the ixarc use the remora imp as a sort of “helper monkey”. A trueform with remora imps as its primary form of tool use can control up to one remora imp, plus one for every two character levels they possess. These imps are perfectly loyal and will obey the trueform even if it means death. If slain, the trueform can replace them in 1d4 days (possibly much sooner or longer at the discretion of the environment, local population of remora imps, and the GM). Optionally a trueform can also use remora devils (an advanced and rarer mutant form of remora imp). These take much longer to find (3d4 weeks) and take up the place of 2 imps (thus trueforms of under 2nd level cannot control them).

Weapon Familiarity: Trueforms are proficient with all natural weapons and treat any weapon with the "trueform" quality as a martial weapon. As a consequence of form, many trueforms cannot effectively wield manufactured weapons without this quality.

Regrow Limbs: This ability is not possessed by all trueforms, but it is possessed by many and is therefore listed here to prevent repetition. A trueform with this ability can regrow severed or destroyed limbs, tentacles, tendrils, tails (etc.) in 3d4 weeks without the aid of magical healing. Magical healing that does not convey regeneration or the ability to regrow limbs has no effect on this ability.

Ambymander: Ambymanders and their animal counterparts, ziliti salamanders, originated from an inland, freshwater lake. Over time, ambymanders migrated to the other isles with the help of boats made from large, thorny bean pods. This migration also paved the way for the ambymander to not only gain a thirst for exploration, but to adapt to a marine environment.

Carchardian: Before the Bloody War, the carchardian race did not exist. Using aboleth technology, the sahuagin biologically engineered the carchardians from normal great white sharks. They imbued the sharks with sentience and free will, but ingrained in their minds a strong sense of loyalty and duty. Trying to create a perfect soldier, they gave the carchardians a sharp military intellect, and topped off their versatility with the creation of the remora imp, which could work as their hands.

Chronopterid: Chronopterids, or trueform eurypterids (sea scorpions), are likely the most enigmatic of all the trueforms. First, they and their non- intelligent cousins should have gone extinct eons ago, yet shortly after the flood, they re-emerged. When asked where they came from, most respond cryptically with “we have always been here.” When pressed, they tell of a mysterious place called the “Viridian Veil,” a realm that time has forgot. The precise location of these waters is a matter of debate, even among chronopterids.

Delphin: Delphins, or true form dolphins, have a long history of helping that is often overshadowed by the accomplishments of other races. In nearly every major battle, there were delphins there as supporting troops, reinforcements, and even great commanders. Nearly all underwave cities owe a debt to at least one pod of delphins for defending it, helping to build it, or even founding it. However, delphins are quite content in the helping part, and rarely seek recognition− and are unfortunately often left out of the history books.

Estrel: While many trueforms can claim their origin as either evolution or intelligent design through magical means, only one can claim they came about from the sheer weirdness of the deepest waters of the sea, and those are the estrels. These trueform starfish have seen some strange things, and without a doubt, they are one of them.

Hydrurgan: The trueform leopard seal ancestors of the hydrurgans once ruled nearly half of Fiskheim but centuries of conflict with the squawks have whittled their numbers down to near extinction on several occasions. In ancient times the hydrurgans had the upper hand, being both stronger and smarter than the squawks. As time went on, however, the squawk military became more and more advanced, while the hydrurgans stayed virtually the same.

Ikasaru: When the squibbon first came to the Celadon Shores roughly a century and a half ago, they encountered a rather intelligent squid. The squibbon saw kinship in these creatures and learned that the tiger squids spoke a very primitive form of Cephalite. From this starting point, the squibbon somehow managed to teach a seemingly normal squid to speak non-squid languages and to use tools and weapons. Each generation of Ikasaru has passed these new skills on to the next, and thus the Ikasaru were born as a new trueform race.

Ixarc: Before the Bloody War, the ixarcs, known as “devil rays,” were a selfish and greedy race. Not much of a force in the seas because of their distrust of others, including their own kind, ixarcs were never taken seriously. However, shortly before the war, a great philosopher emerged among them. The ixarc philosopher, known as Jaxlen, taught that all creatures are innately selfish, but it is by the gift of freedom of will that one can strive to improve oneself. Strangely, and much to the astonishment of other sea-dwellers, the philosophy caught on like wildfire. Now all Ixarcs are Jaxlenites.

Kawauso: These trueform river otters enjoy the temperate rivers and lakes of Senkokoku, and will occasionally venture to the sea coast. Their fondness for mischief is unmatched in the realm, and they will go through great lengths to set up elaborate pranks. Their ability to blend in with the native wildlife, and their naturally stealthy nature allows them to pull off these pranks completely undetected.

Medusian: Medusians are the trueform variety of goliath jellyfish. They are peaceful hunters, seeking out sustenance amid the eerie twilight zone of the ocean’s depths. While completely lacking vision in the conventional sense, they more than make up for it with their psionic aptitude, and tend to be even more aware of their surroundings than those with ordinary sight.

Rugon: Rugon are trueform dugongs, which are large, slow moving herbivores who dwell throughout the temperate and warm seas of Nikaikoku. Much like their unintelligent cousins, rugon are primarily peaceful and harmless. However, when it comes to protecting kinfolk from harm, they can be surprisingly violent and unyielding.

Squibbon: The squibbon, as they are now, are a fairly new race, originating sometime after the Bloody War. For millennia, their ancestors, known then as simply "green octopi" were consider a semi-intelligent pest of the delphin race. Unfortunately, all attempts to communicate with these little mollusks ended in failure. Desperate for an end to the octopi menace, the delphin called upon a powerful marid. With her aid, the squibbon race was born; all green octopi suddenly had the ability to speak and understand Common.

Trueform Families[]

There is a lot of reference in this tome revolving around the concept of “same species,” and we realize that this is a little vague. Leaving it this way can open up problems with the Summon Lesser Form feat and Paragon of Beast’s wildshape ability. While we encourage each Game Master to compile their own lists, we have provided this handy reference here that can be used as a baseline. Optionally, “species” could refer to a broader category of animals. For example, ikasaru and squibbons might be related to all mollusks, delphins to all cetaceans, carchardians to all fish, and so on. While this does give them a more comprehensive “family tree” to draw from, it also detracts from their species uniqueness.

The natural animals listed under each trueform race are a small sampling of interesting natural species from our own seas and shores here on Earth. I encourage you to research these, as some are more amazing than anything found in a fictional bestiary and serve as great inspiration.

Ambymander

  • Natural Animals: Axolotl, fire newt, mudpuppy, pacific giant salamander, tiger salamander.
  • From the Bestiaries: DiplocaulusCC.
  • Note: Giant lizards with the aquatic template added may work as well (blood lizardTH , giant geckoB3, giant tuataraTH and the tuataraB4 are great examples).

Carchardian

  • Natural Animals: Basking shark, big-nose shark, black-tip shark, crocodile shark, lantern shark, mako shark, megamouth shark, stehacanthus (extinct), whale shark, wing- head shark.
  • From the Bestiaries: BullB4, commonB1, edestusBB, great white B4, goblinBB, hammerheadTR , helicoprionTR, helicoprionBB, jigsawTR, maulheadBB tigerB1 (all listed under the heading of shark)

Chronopterid

  • Natural Animals: Arthropleura, eurypterus, glyptoscorpius, jaekelopterus, pterygotus, megalograptus, tylopterus (all extinct) . Optionally, the horseshoe crab may be the euryptid’s closest living aquatic relative.
  • From the Bestiaries: BluetipSS, commonSS, ochreSS, spinySS, spittingSS (all listed under the heading of euryptid).

Delphin

  • Natural Animals: Common bottlenose dolphin, whale dolphin, humpback dolphin, porpoise, melon-headed whale, pygmy killer whale, river dolphin. Technically killer whales (orcas) are a species of dolphin.
  • From the Bestiaries: Dolphin (common) B1, orca (killer whale) B1, popoto (dolphin)UW (all listed under the heading of cetacean).

Estrel

  • Natural Animals: Basket star, bat sea star, brisingid sea star, crown-of-thorns starfish, leather star, morning sun star, nine-armed sea star, pacific blood star, pincushion starfish, royal starfish, sunflower star.
  • From the Bestiaries: Giant starfishB6, spiny starfishUW, starfish (familiar)BB.

Hydrurgan

  • Natural Animals: Fur seal, gray seal, harbor seal, leopard seal, monk seal, weddel seal.
  • From the Bestiaries: DireBB, elephantBB, emperor walrusBB4, fantailBB, pelagiarctosBB, sea lionBB, sealBB, sealUW, walrusBB, waterhorseBB (all listed under the heading of seal).

Ikasaru

  • Natural Animals: Bush-club squid, Cock-eyed squid, colossal squid, glass squid, humboldt squid, japanese flying squid, market squid, octopoteuthis deletron, whiplash squid.
  • From the Bestiaries: GiantB1, vampireUW, squid B1, school of squidBB, swamp krakenBB (all listed under the heading of squid).

Ixarc

  • Natural Animals: Eagle rays, electric rays, guitarfishes, devil ray, giant manta, sawfish.
  • From the Bestiaries: Dire stingrayBB, manta rayB2, school of stingrayBB, stingrayB2

Kawauso

  • Natural Animals: Asian small-clawed otter (what kawauso are based on), clawless otter, eurasian otter, giant otter, hairy-nosed otter, smooth-coated otter, spotted-necked otter.
  • From the Bestiaries: Dire otterBB, otterB3, sea otterBB

Medusian

  • Natural Animals: Box jelly, by-the-wind sailor, cannonball jellyfish, irukandji, lion's mane, moon jelly, Nomura's jellyfish, Portuguese man-of-war, upside-down jellyfish.
  • From the Bestiaries: CrimsonB6, death’s headB3, death shellBB, goliathBB, jellyfishB2, monstrous sea waspTH, sapphireB3, schoolBB, swarmB2, whalerB6 (all listed under the heading of jellyfish).

Rugon

  • Natural Animals: African manatee, amazonian manatee, dugong, protosiren (extinct), west indian manatee.
  • From the Bestiaries: EchinoteeBB, manateeBB, stellerBB, solenosirenBB (all listed under the heading of sea cow).

Squibbon

  • Natural Animals: Blanket octopus, coconut octopus, dumbo octopus, giant pacific octopus, larger pacific striped octopus, mimic octopus, octopus wolfi.
  • From the Bestiaries: Blue-ringed octopusUM, octopusB1, giant octopusB1, giant lake octopusWW

Bestiary References

  • BB1, BB2, BB3, BB4, BB5, BB6: PATHFINDER ROLEPLAYING GAME BESTIARY 1, 2, 3, 4, 5, & 6.
  • BB: BEASTS OF THE BOUNDLESS BLUE
  • CC: CREEPY CREATURES
  • SS: Pathfinder Adventure Path #37: Souls for Smuggler’s Shiv. © 2010, Paizo Publishing, LLC; Author: James Jacobs.
  • TH: TOME OF HORRORS COMPLETE
  • TR: Pathfinder Adventure Path #57: Tempest Rising © 2012, Paizo Publishing, LLC; Author: Matthew Goodall.
  • UW: Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, et al.
  • UM: Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, et al.
  • WW: Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan.