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Darkened NarmenBack to Top
Race Points: 23
Darkened narmen are those descendant from the orginal New World sect of Narmens who, following the end of their long isolation, determined to outright reject Zovilla and delve into the forbidden magics. These individuals found a patron, named N'morahlw'nafh, in their pursuit who granted them demonic powers.
Table: Random Starting Ages
15 years+1d6 years
(16 - 21 years)
+2d6 years
(17 - 27 years)
+3d6 years
(18 - 33 years)
Table: Aging
Middle AgeOldVenerableMaximum Age
35 years93 years350 years350 + 4d100 years
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5' 11"+2d12 in.
(6' 1" - 7' 11")
100 lbs.+(2d12x3 lbs.)
(106 - 172 lbs.)
Female5' 5"+2d12 in.
(5' 7" - 7' 5")
90 lbs.+(2d12x3 lbs.)
(96 - 162 lbs.)
Physical Description: Taller than humans, elves, or orcs, Narmen stand at an average of 7 feet tall with a build similar to an elf who has spent too much time sitting at their desk. Narmen have coal black skin with a network of scars that vaguely resemble arcane runes, a remnant of their ancient powers. Due to their arcane modification, Narmen have lack all hair and possess a single long tusk jutting straight out of their mouth which they are quite familiar with not running into things, much to the perplexing of other races.
The runes on a a darkened narmen's skin, that are only scars on their brethren, glow with a dim purple light. Their bodies have become more fit and nimble. A third eye has appeared on their foreheads that can see magical energies and allows access to certain powerful scrying rituals.
Society: Most darkened narmen are members of the New World sect of the First Amospian Empire. The New World sect retains the rigid hierarchy of the other sects of narmen though while in other sects the hierarchy is formed from legal precedent and the memebers follow their betters out of loyalty, narmen of the New World sect obey out of fear, with the stronger forcing the weaker to obey.
Relations: Darkened narmen are feared and/or hated by most others though the darkened narmen pay them little heed. Content to work amongst themselves in growing their powers.
Alignment and Religion: Darkened narmen tend toward the evil and chaotic sides of the chart in comparison to the other types of narmen though there are plenty of exceptions and while they are radical in comparison, the most common alignment of them is true neutral. Most darkened narmen pay at least some respect to N'morahlw'nafh, the void god who granted them this form.
Darkened Narmen Racial TraitsBack to Top
+2 Dexterity, -2 Wisdom, +2 Charisma: Darkened Narmen have a strong personality and move with supernatural grace but their patron has stunted their ability to foresee his schemes and resist commands.
Medium: Darkened Narmen are Medium creatures and have no bonuses or penalties due to their size.
Outsider: Darkened Narmen are outsiders with the native subtype.
Normal Speed: Darkened Narmen have a base speed of 30 feet and a swim speed of 30 feet.
Hold Breath: Darkened Narmen can hold their breath a number of minutes equal to 2 times their Constitution score.
Natural Attack: Darkened Narmen have a gore attack that deals 1d6 piercing damage.
Fiendish Resistance: Darkened Narmen have cold, electricity, and fire resistance 5.
Fiendish Blood: Darkened Narmen with the abyssal or infernal bloodlines can use bloodline powers from those bloodlines as though they were one level higher. This does not grant access to powers they would otherwise not have access to.
Fell Magic: Darkened Narmen add 1 to the DC of all spells and spell-like abilities they cast of the necromancy school.
See In Darkness: Darkened Narmen can see perfectly in darkness of any kind including supernatural darkness.
Spell-like Abilities: Darkened Narmen can cast bleed, chill touch, detect poison, infernal healing, and touch of fatigue each once per day and have detect magic as a constant spell-like effect.
Languages: Darkened Narmen begin play speaking Narman and either Abyssal or Infernal. Darkened Narmen with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Aztec, Celestial, Common, Donovian, Elven, Idgyptian, Infernal, Mayan, Undercommon, and Vandalusian.

World Anvil

This stat block goes with the Amospia setting.