Marthulimual
Marthulimual
Sheet
AC 17 · HP 32 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightCHA
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Shell DefenseTortleAs an action, he can withdraw into his shell, gaining +4 AC and advantage on Strength and Constitution saving throws. While withdrawn, he is prone, his speed is 0, he has disadvantage on Dexterity saving throws, he cannot take reactions, and the only action he can take is to emerge.
Bonus action
- Frenzy Attack
When While raging and in a frenzy, beginning on the turn after entering the frenzy
Marthulimual makes one melee weapon attack as a bonus action on each turn after entering a frenzy while raging. When the rage ends, he gains one level of exhaustion.
- RageLevel 1
Marthulimual can enter a battle fury as a bonus action. While raging, he has advantage on Strength checks and Strength saving throws, gains a +2 bonus to melee weapon damage using Strength, and has resistance to bludgeoning, piercing, and slashing damage. He can rage three times per long rest, and his rage lasts for up to 1 minute while he continues fighting or taking damage.
- FrenzyLevel 3
While raging, Marthulimual can enter a frenzy. If he does so, he can make a single melee weapon attack as a bonus action on each turn after the turn he enters the rage. When the rage ends, he suffers one level of exhaustion.
Always on
- Unarmored DefenseLevel 1
While not wearing armor, Marthulimual's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. His tortle Natural Armor trait sets his base AC to 17, so he uses the tortle AC instead.
- Primal Path, Path of the BerserkerLevel 3
Marthulimual follows the Path of the Berserker. He gains the Frenzy feature.
- Reckless AttackLevel 2
Marthulimual can attack recklessly. On his first attack during his turn, he can gain advantage on melee weapon attack rolls using Strength, but attack rolls against him have advantage until his next turn.
- Danger SenseLevel 2
Marthulimual has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He cannot use this benefit while blinded, deafened, or incapacitated.
- Natural ArmorTortleHis shell gives him a base Armor Class of 17. He gains no benefit from wearing armor, but can use a shield.
- ClawsTortleHis claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleHe can hold his breath for up to 1 hour.
- Survival InstinctTortleHe has proficiency in the Survival skill.
- LanguagesTortleHe can speak, read, and write Common and Aquan.
- Ship's PassageSailor
Marthulimual can secure free passage for himself and his adventuring companions on a sailing ship, provided he has a good reputation with the crew or offers useful service. He knows the workings of ships and sailors well enough to find passage or employment at most ports.
Gear
8 itemsWeapons
- GreataxeA massive two-handed axe suited to Marthulimual's immense strength.
- 2×HandaxeLight thrown axes used as backup weapons or tools aboard ship.
- Belaying PinA heavy wooden belaying pin, useful aboard ship and in a close fight.
Gear
- Explorer's PackA sturdy pack containing bedroll, mess kit, tinderbox, rations, waterskin, and other travel necessities.
- Silk RopeDurable silk rope useful for climbing, securing cargo, and shipboard work.
- Lucky CharmA small brass compass recovered from his lost flotilla, which Marthulimual considers fortunate.
- Common ClothesSimple, practical clothing suitable for travel and port work.
Purse
- 10×Gold PiecesCoin kept in a weatherproof pouch.
Appearance
Marthulimual is a broad-shelled tortle with deep olive-green scales, amber eyes, and a heavily weathered shell marked by pale spiral patterns. His shell bears faded rope burns and old salt stains from years at sea. He wears a red sash around his waist, a battered sailor's coat, and a belt carrying handaxes and a lucky brass compass. His powerful limbs and scarred claws hint at a life of hard labor and sudden violence.
Mannerisms
He pauses before answering, as if listening for the rhythm of waves. When irritated, he taps two claws against his shell like a ship's bell. Before entering a dangerous place, he checks the nearest exit and quietly names the direction of the wind.
Personality
Marthulimual is calm, dependable, and gently protective, with the patient manner of someone accustomed to long watches at sea. He enjoys practical jokes, strong tea, knotwork, and listening to strangers tell stories about distant shores. Beneath his steady demeanor lies a powerful temper that surfaces whenever he sees cruelty, betrayal, or needless harm.
Ideals
Protection. Strength is a responsibility, not a privilege. Those who can bear the weight must carry it for those who cannot.
Bonds
The surviving tortles of his flotilla are his family. He will risk everything to defend them, recover their lost ship, and make the raiders answer for what they did.
Flaws
Marthulimual becomes dangerously stubborn when someone questions his competence or loyalty. He has difficulty retreating from a fight, especially when an ally is threatened, and his anger can outlast the danger that caused it. He also trusts sailors and ship crews too quickly, even when their intentions have not been proven.
Quirks
Background
Marthulimual was raised among a small flotilla of tortle sailors who followed warm currents from island to island. He learned the sea before he learned the names of most inland plants, hauling nets, repairing hulls, and navigating by stars reflected in the polished curve of his own shell. His people taught him that the ocean gives freely, but never without taking something in return. He became known aboard ship for his enormous strength, patient watchfulness, and habit of humming low tide songs while working. His peaceful life ended when raiders attacked the flotilla during a storm. Marthulimual fought with a belaying pin and his bare claws, but the flotilla's oldest vessel was lost, along with several friends who had raised him. Since then, he has traveled from port to port as a sailor, deckhand, and occasional bodyguard, searching for the raiders and helping stranded travelers whenever he can. In battle, his grief erupts into a roaring fury, yet he is careful to turn that violence against those who prey on the helpless. He has joined adventurers because the sea taught him that no vessel survives alone, and he believes every good crew must protect its weakest member.
“His people taught him that the ocean gives freely, but never without taking something in return.”
- Background
- Sailor
Connections
Species
Tortle
Media
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