General Information
Native humanoid (aquatic)
Usually up to 250, but
500 not unheard of
Oceans, seas, and underground lakes
Aquan, Common
General Information
Average Height
3’2” – 4’5”
Average Weight
50 – 75 lbs
Skin Color
All ranged blue to green
Webbed hands and feet, 1-5 fins
on head, shark or dolphin-like
tail, finned ears, sleek body
Malek are a fish-like Native Aquatic species that live in oceans, seas, underground lakes, and underwater caves. Maleks speak Common and Aquan.
Physical characteristics
Maleks are sleek agile creatures who, due to their size are physically weak. They are usually blue skinned, but can be found in varying shades of blues and greens. Their skin, which can either be scaled like a fish or smooth like a dolphin is often darker on their backs and lighter on their chest and stomach. Some have dark stripes or spots, but these tend to fade with age. An adult male stands only three to four and a half feet tall and weighs about 50 to 75 pounds. The Maleks are highly fish-like, with webbed feet and hands, gills located about their midsections, and a finned tail which is either shark-like and propels them underwater with side to side movement or dolphin-like which propels them by up and down movement. There are additional fins on the head that run down the back, as well as at the elbows, calves and, notably, also where outer ears would be. A Malek can possess one, three, or five such head fins though only the center fin continues down their back. They generally have two tusks that protrude from their upper or lower jaw which can come in various sizes.
Maleks prefer to fight at range with spells and projectiles and retreat when situations look grim in order to regroup. They are cunning and plan ambushes to surprise prey and work well together in order to bring down large and dangerous foes. Fiercely territorial, Maleks patrol their chosen habitat and violently expel all intelligent intruders and any creatures they deem hostile or too dangerous. Being a small race the Maleks often breed and raise creatures to help them patrol and protect their territories. Malek society is clan based and each clan can be anywhere from five to twelve members. Larger clans are not unheard of but are generally rare as leadership of any clan is frequently challenged by both males and females who deem themselves more powerful or more able to lead. Physical power is not the only decider of clean leadership and those who are smarter or wiser than their peers can also usurp leadership through cunning. Though living space is not normally shared, clans are known to come together to defeat powerful invaders or large threats though fights over the spoils of such victories are inevitable.
Racial Traits

•   +2 Dex, +2 Wis, -4 Str: Maleks are physically weak but sleek and agile.

•   Small: Maleks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

•   Slow Speed: Maleks have a base land speed of 20 feet.

•   Aquatic: Maleks have a swim speed 60 ft and can breath underwater.

•   Native: Maleks are descended from water elementals but have mortal ancestors. They can be raised, reincarnated,or resurrected just as other living individuals can be. They are considered native to the Material Plane, however, unlike true outsiders, native outsiders need to eat and sleep.

•   Sleek: Maleks receive a +4 racial bonus on Swim checks.

•   Animal Rearing: Maleks breed and raise creatures to help them patrol and protect their territories and gain a +4 racial bonus on Handle Animal checks.

•   Darkvision: Maleks can see in the dark up to 60 feet.

•   Gills: Maleks have gills on the back sides of their abdomen allowing them to breath both in and out of the water.

•   Cold Vulnerability: Being decedents of water elementals are more susceptible to cold damage and take an extra 50% damage.

•   Light Sensitive: Maleks are sensitive to bright lights and are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Weapon Familiarity: Maleks are proficient with tridents.

•   Languages: Maleks begin play speaking Aquan and Common. Maleks with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.

Maleks are reluctant to deal with any other sentient underwater races, which they view as invaders at worst or trivial and beneath them in such cases as the lesser intelligent beings with whom they share the depths. Outsiders wishing to peacefully interact with any Malek clan do best to begin by leaving them gifts from afar, especially crafty outsiders bring treasures from the surface or areas of the ocean that the Maleks have never visited. Clanless Maleks, such as those who were cast out, the last survivor of a clan war, or those whose curiosity compels them to adventure are often mistrusting of strangers at first, but their clan instinct can take over and then can become powerfully loyal allies.
Alignment and Religion
Taken as a whole most Maleks are neutral bordering on chaotic. Being a clan-based people, the current clan leader often dictates the alignment of their particular clan. As such it is not uncommon to find neighboring clans who might be of wholly different and opposite alignment or to find that a strong new clan leader has turned old allies into new enemies. Maleks revere the natural world as well as various aquatic deities and their clerics vary by clan.

Malek names are often descriptors of those who bear them all hyphenated into a single name. An example would be He-Who-Kills-Sharks or Swift-Striker. Another example might be Chases-Fish, though a Malek with a name as lacking as that is probably not too highly respected amongst his peers.

The Malek do not have surnames and instead identify themselves via a list of their relatives, which is a marker of dignity and nobility amongst their kind. Someone with a particularly long list of martyred ancestors is usually expected to be a powerful warrior or sage amongst the Malek.
Adulthood Intuitive Self-Taught Trained
40 years +4d6 years
(44 – 64 years)
+6d6 years
(46 – 76 years)
+9d6 years
(49 – 94 years)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 0 in. +2d8 in.
(3 ft 2 in. – 4 ft. 6 in.)
50 lbs. +(2d10 lbs.)
(52 – 70 lbs.)
Female 2 ft. 10 in. +2d6 in.
(3 ft. 0 in. – 4 ft. 0 in.)
45 lbs. +(2d10 lbs.)
(47 – 65 lbs.)
Favored Class

Instead of receiving an additional skill rank or hit point whenever she gains a level in a Favored Class, Maleks have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all maleks who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Bard: Add 1 to the Malek’s total number of bardic performance rounds per day.

Cleric: +1/4 to damage healed or dealt with the channel energy ability. (+1 healing or damage for every four times you select this option.)

Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power.

Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.

Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Rogue: The Malek gains +1/6 of a new rogue talent.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.


Through Split Earth Zomborr Mewkeere