Meropis

Meropis as a nation represents a multi-partite alliance, principally between the Sahuagin, Morkoth and Ixitxachitl kingdoms of Kurrimal, Olleth and Xedras (respectively), but also including the varied tribes of Koalinth, Merrow, Scrag and Vodyanoi, and the shambling legions of sea zombies that roam the ocean floors. The object of the Meropid Horde's fury is the Kingdom of Atalanta, which sits high upon the shelf of the sunken continent of Atalanta. The leaders of the Meropids are allied with Zaxi McRill, and through him are part of the Dark Wrath. While the native Atalantans are resistant to Pallinite rule, the Meropids (under the banner of the Dark Wrath) would be much more compliant, and so a Meropid government in control of the Pallinite colony of Atalanta is far more desirable to Zaxi than the current Triton-lead upstarts that rule the sunken continent.
Geopolitical Background
The Meropids did not come together to form their own nation independently, nor would they have if not for the solicitation of Zaxi McRill. Through Zaxi's influence, the Meropids have secured the Heart of Atlantis, also known as the Crystal of Water, and have used it to give their most valued agents the Blessing of Cleito, granting them the ability to survive on land. In this way the Meropids have been allowed to interact and ally with other Dark Wrath nations. The Meropids have also pledged some of their resources to instigating attacks against maritime traffic across the Atalantaic Ocean, as it has recently become a concern that the New Pallin Federation might get involved in the brewing war.
Internal Background
Traditionally, the Meropid peoples are not anything close to resembling allies with each other. There is constant tension, in particular, between the Sahuagin and the Ixitxachitls -- who also happen to be the two most important military contributors to the Meropid Horde.
Still, for the sake of plundering their common enemies in Atalanta, and honoring the ties to the Dark Wrath that make them all collectively so much stronger, the Meropid races have remained intact -- for now. The Horde is based out of three neutral cities, built hastily (with aid and resources lent by Zaxi McRill) several leagues North of Atalanta's borders: Eusebes, Machimos and Anostos. These cities are populated by members of all the Meropid races, and are home to the three major governing bodies of the Horde:
- The Kings' House- Based in Anostos, the House is the main political organ of the Horde. Each race gets one vote in the House, cast by each race's main leader(s):
- King T'Kalah of the Sahuagin
- Guuth, Anguiliian Chieftain
- Myxitizajal, Greater Vampiric Lord of the Ixitxachitl
- Syzythus, Grand Arcane of the Morkoth
- Hurok Severed-Fin, Guax Sharkstooth and Affam Krakensrage, Grand Chieftains of the Koalinths
- Porag, Overchief of the Merrow Ogres
- Gwardal, Queen of Scrags
- Maim, Chieftain of the Vodyanoi
- The Darkwater Conclave- Based in Eusebes, the Conclave is the main religious organ of Meropis, designed to help ease any religious tensions among the disparate Meropid races and showcase the solidarity of the Meropid Dark Gods. Each of the four major Dark Gods of the Deep -- Sekolah, Ilxendren, Demogorgon and Panzuriel -- has a large temple complex in Eusebes, and each temple complex is overseen by its deity's most powerful mortal priest:
- Royal High Priestess C'Saxah of Sekolah (Sahuagin)
- Vitanar Ourqax of Ilxendren (Ixitxachitl)
- High Priest Phyyvak of Demogorgon (Ixitxachitl)
- High Priest Xynakt of Panzuriel (Morkoth)
- The Horde Council- Based in Machimos, the Council is comprised of the major military leaders of each major race in Meropis, and is the driving force behind the Meropid attempts to conquer Atalanta. The Council is comprised of many generals and warchiefs, and positions within the Council change so rapidly that it would be pointless (and exhaustive) to list all the members here. The Horde Council truthfully has little power over policy within the Horde's army, as the members of the Kings' House retain a great deal of control over their own racial contingents, making the Council the weakest of the three bodies that rule Meropis. The only real leader among the Horde Council is Despina, the expatriate Atalantan Mermaid warrior, who orchestrated the theft of Zeus' Aegis from the Temple of Poseidon and Cleito. She is recognized by all the Meropid races as the supreme military authority in Meropis. Despina is also the official liaison between Meropis and the Dark Wrath's Council.

The Sahuagin have long been one of the most powerful races beneath
the waves, and certainly one of the most dangerous to the peoples of
Atalanta. They are an icthioid humanoid race closely related to
sharks, though they share little (besides an inborn hunting instinct)
culturally with the Shark-Kin of Atalanta.
Though a xenophobic race with no real tradition of alliances or
friendships, they are presently highly influential among the peoples
of the Meropid Horde. Since the coming of the Dark Wrath, the
Sahuagin have come to value their alliance with the Ixitxachitl,
finding the Devilfish to be cunning and prowessful allies.
Ability Score Adjustments: Sahuagin take adjustments of +1 to Constitution and -1 to either Intelligence or Wisdom.
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: The kits below are drawn from the Complete Books of Fighters and Humanoids.
Hit Dice: By class. At first level, Sahuagin Fighters and Priests take +2 bonus hit points.
Natural Armor Class/Move Rate: 5; Sahuagin swim at rate 24, and move on land at rate 12.
Bonus Languages: Sahuagin.
Special Advantages:
Detect Invisible Creatures: Sahuagin senses underwater
are such that they can detect, through a combination of their
olfactory and tactile senses, the presence of invisible creatures
within 30'. Outside of water, they can only rely on their smell to
detect invisibility; the range of this ability is reduced to 15' and
is only successful 50% of the time.
Blood Frenzy: When sahuagin blood has been spilled in an
underwater melee, the strongest Sahuagin present must save vs.
paralyzation or lead all other Sahuagin into the Blood Frenzy;
frenzied Sahuagin are immune to fear and charm effects and fight
until they or their foes are slain. Player Character Sahuagin can
choose to attempt to resist Blood Frenzy by making a Wisdom check. If
a PC Sahuagin is the strongest Sahuagin present, the player may
attempt to start a Blood Frenzy even if the save vs. paralyzation
succeeds by making a Wisdom check.
Shark Control: Sahuagin can attempt to tame sharks as a
Ranger of the same level.
Natural Attacks: Sahuagin can naturally attack with
their claws and fangs. Their foreclaws deal 1d2 damage (2 attacks),
and their bites deal 1d4 damage. Underwater, Sahuagin can also rake
with their foot-claws for 1d4 damage each (2 attacks). Sahuagin
natural attacks increase in strength as the Sahuagin rises in
level.
Mutation: Any Sahuagin PC has a 3% chance to be born
with four arms instead of 2. Four-armed Sahuagin get two extra
natural claw attacks, or can wield an extra one- or two-handed
weapon.
Special Disadvantages:
Light Sensitivity: Abrupt exposure to sunlight, or
exposure of any kind to a continual light spell, blinds a Sahuagin
for one round (-4 penalty to attack, saving throws involving evasion
or dodging, and armor class). Exposure to a regular light spell
blinds a Sahuagin only if it fails a save vs. death. Sahuagin suffer
a -2 penalty to all saving throws involving light spells or
light-based attacks.
Fire Weakness: Sahuagin suffer a -2 penalty to save vs.
fire, and take +1 damage/die from fire-based attacks.
Large Size: Sahuagin of 6th level and higher take damage
as large-sized creatures.

One of the big three races of the Meropid Horde, the Ixitxachitl
(also commonly known as Devilfish or Devil Rays) are traditional
enemies of the Sahuagin... and basically all other intelligent life
beneath the waves. They are a chaotic, demon-worshipping race that is
lead by an elite caste of vampiric nobility. They resemble large
manta rays, though their faces belie their sentience. Their mouths
have multiple rows of rasping teeth, and their tales are tipped with
stinging barbs.
Since the arrival of the Dark Wrath, the Ixitxachitl have found an
unlikely kinship with their Sahuagin allies.
Ability Score Adjustments: Ixitxachitl take a +1 bonus to Constitution and Intelligence, and a -2 penalty to Dexterity.
Class Restrictions:
Multi-Class Allowances: Vampire-Cleric*, Vampire-Priest*.
*Ixitxachitl Vampires who multi-class as Priests can reach higher Priestly levels, dependent on Wisdom: 9th level with 14-15 Wisdom, 10th level with 16-17, 11th level with 18 Wisdom and 12th level with 19 or higher Wisdom.
Kit Allowances: The kits below are drawn from the Complete Books of Fighters and Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 6; Ixitxachitl swim at rate 12. PC Ixitxachitl have been given Cleito's Blessing, and can hover on land at rate 12 (A), with a hover-ceiling of 5'.
Bonus Languages: Ixitxachitl.
Special Advantages:
Natural Attacks: Ixitxachitl can attack naturally
1/round with either a bite (3d4 damage) or a tail sting (1d10
damage). Ixitxachitl warriors can use their multiple attacks/round to
employ combinations of tail/bite attacks.
Tail Grapple: Ixitxachitls' tails can wrap around
M-sized or smaller opponents and hold them in place with an effective
strength equal to the character's score +4.
Magic Resistances: Ixitxachitl have a bonus to save
against Elemental Water spells based on their constitution scores.
Ixitxachitl priests are immune to the effects of Silence spells,
since they do not vocalize while casting.
Special Disadvantages:
Large Size: Ixitxachitl have a wingspan of 2' per level
of experience, reaching a fully mature size of 8' at 4th level. Thus,
at 4th level, they become size L and take damage as large
creatures.
Inhuman Form: Ixitxachitl never gain weapon
proficiencies, since they have no limbs with which to use weapons.
They can still manipulate some tools, switches and objects by using
their prehensile tails. Ixitxachitl can also never wear normal armor,
though they can wear rings and bracers on their tails (one of each)
and horns (rings only, one on each horn). They have no way to
effectively wear amulets, necklaces and pendants. Obviously, boots
and gloves are out of the question.

Morkoths are bizarre creatures resembling a cross between a fish,
an octopus and a shrimp, having a roughly humanoid torso with
features that are fish-like, lower quarters and legs like a
cephalopod, and four arms that resemble a mollusk's legs.
They are a cruel, wicked race ruled by their spellcasters. Together
with the Sahuagin and the Ixitxachitl, they are one of the big three
races of the Meropid Horde.
Ability Score Adjustments: +2 Intelligence, -2 Constitution and Charisma.
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: The kits below are drawn from the Complete Books of Fighters and Humanoids.
Hit Dice: By class. At first level, Morkoth take +7 bonus hit points.
Natural Armor Class/Move Rate: 3; Morkoth swim at rate 18, and move on land at rate 12.
Bonus Languages: Morkoth.
Special Advantages:
Natural Attacks: All Morkoth can attack with a bite from
their fish-like jaws for 1d10 damage. Morkoth Warriors (only) also
have crab-like pincer-claws at the end of their top pair of limbs,
giving them an extra two attacks per round (1d6 damage/claw).
Infravision: 90' range.
Hypnosis: Morkoth can use a powerful Charm effect,
forcing a victim to save vs. spells ar -4 or be charmed. Victims can
only be charmed if they are 60' or further away from the Morkoth, and
once a victim resists he can never be charmed by the Morkoth
again.
Spell Reflection: Morkoth are highly magic resistant. A
Morkoth is able to reflect (back to the caster) a number of spell
levels per round equal to the Morkoth's level.
Rings and Bracers: Because of their limb configuration,
Morkoth can wear up to four rings (one on each hand) and up to six
pairs of bracers (one pair on each set of hands, and one pair on each
pair of tentacles). Morkoth Warriors can only wear up to two rings,
because of their pincer-claws.
Special Disadvantages:
Dispelled Reflection: Morkoth who have Dispel Magic cast
on them must save vs. spells or be stripped of their Spell Reflection
power for a number of rounds equal to the dispelling caster's
level.
Weak Hands: Non-Warrior Morkoth can wield size S weapons
effectively in a single hand, but they must use two limbs to hold a
size M weapon, and cannot wield L or larger weapons at all. Morkoth
generally do not have the dexterity to handle two weapons
simultaneously, and suffer non-proficient penalties if they try.
There is no way around this limitation; it is simply to do with
Morkoth physiology. Morkoth Warriors can wield size M weapons
normally in one of their pincer-claws, if they are willing to give up
a claw attack.
Armor Restrictions: Armor must be specially made to fit
the Morkoth form; Morkoth cannot wear human and demihuman armor.
Morkoth Warriors are able to use shields, while non-Warriors are not
(see Weak Hands, above).

Anguiliians are deep-ocean relatives of Sahuagins. They are the
only race in the ocean that the Sahuagin normally get along even
reasonably well with, and so the Anguiliians represented in Meropis
are most often found within the boundaries of the Sahuagin kingdom of
Kurrimal.
Anguiliians resemble humanoid eels, with long sinuous bodies and two
pairs of short limbs. The rear "leg" limbs are finned, and aid the
Anguiliian in swimming, while the forward "arms" are tipped with
crab-like pincer-claws.
Ability Score Adjustments: Anguiliians take adjustments of +1 to Constitution and -1 to either Intelligence or Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Fighter-Bard.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Anguiliians take +3 bonus hit points.
Natural Armor Class/Move Rate: 4; Anguiliians swim at rate 18, and move on land at rate 9.
Bonus Languages: Sahuagin, Anguiliian.
Special Advantages:
Keen Senses: When underwater and fighting surface
dwellers, Anguiliians gain a +2 bonus to their surprise rolls, and
impose a -2 penalty to their opponents' surprise rolls. Against
aquatic creatures, these adjustments are +1 and -1, respectively.
Dart: Once/hour, Anguiliians can dart through the water
at a rate of 30 for five rounds. They can use this burst of speed all
at once, or in shorter bursts. However, once they have used their
extra speed for five rounds total, they must wait a full hour before
doing so again.
Natural Attacks: Anguillians can attack four times per
round, with a bite (2d4+1), two pincers (1d4 each) and a tail slap
(2d6).
Drill: If an Anguiliian hits with its bite attack by 3
or more than the number needed to hit, it can attach itself to its
opponent and rasp into its flesh, dealing bite damage each round and
gaining a +2 bonus to hit with pincers and tail. It may only do this
if the opponent is not wearing metal armor, or has a natural armor
class of 0 or better.
Clench: If both pincers hit in the same round (by 3 or
more than the number needed to hit), the Anguiliian can grasp its foe
with its claws, dealing automatic claw damage each round and gaining
a +2 bonus to hit with bite and tail.
Rake: When an Anguiliian is attached to an opponent
(either with its rasping mouth or its pincer claws), it can make an
extra raking attack with its feet for 2d4 damage. This rake attack
does not get the +2 bonus that its other natural attacks get while
attached.
Immunity: Anguiliians are immune to all forms of
electricity.
Special Disadvantages:
Light Sensitivity: Abrupt exposure to sunlight, or
exposure of any kind to a continual light spell, blinds an Anguiliian
for one round (-4 penalty to attack, saving throws involving evasion
or dodging, and armor class). Exposure to a regular light spell
blinds an Anguiliian only if it fails a save vs. death. Anguiliians
suffer a -2 penalty to all saving throws involving light spells or
light-based attacks.
Fire Weakness: Anguiliians suffer a -2 penalty to save
vs. fire, and take +1 damage/die from fire-based attacks.

These brawny marine hobgoblins form a significant portion of the unending droves of the Meropid Horde. Driven primarily by their hatred of the Sea Elves, the Koalinths gladly take an undue portion of the frontline compared with other races.
Ability Score Adjustments: +1 Constitution, -1 Charisma
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor, Fighter-Thief, Fighter-Cleric.
Kit Allowances: The kits below are drawn from the Complete Books of Fighters and Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Koalinths swim at rate 12, and move on land at rate 9.
Bonus Languages: Common, Hobgoblin.
Special Advantages:
Infravision: 60' range.
Racial Enmity: Koalinth have a fierce hatred of Sea
Elves, and gain a +1 bonus to strike them in combat.
Special Disadvantages:
None.

Malenti are mutant Sahuagin, born whenever Sahuagin settlements
are within 100 miles of Sea Elves. The Sahuagin of Kurrimal actively
grow clutches of Malenti for the purposes of spying on Atalanta. In
this way, Malenti have become among the Dark Wrath's most valuable
spies in the underwater theater.
Malenti are biologically identical to Sahuagin, but in physical
appearance resemble Sea Elves. The resemblance is so uncanny that Sea
Elves are fooled 100% of the time -- although they do have methods of
uncovering Malenti in their midst. (see below)
Ability Score Adjustments: +1 to either Dexterity or Constitution, -1 to either Intelligence or Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Malenti take +2 bonus hit points.
Natural Armor Class/Move Rate: 6; Malenti swim at rate 18, and move on land at rate 9.
Bonus Languages: Sahuagin, Elven, Common.
Special Advantages:
Detect Invisible Creatures: Malenti senses underwater
are slightly weaker than that of Sahuagin; they can detect, through a
combination of their olfactory and tactile senses, the presence of
invisible creatures within 15'. Detection of invisible foes reduces
attack penalties by -2. Outside of water, they do not have this
ability.
Natural Attacks: Malenti have retractable claws on their
hands and feet. Their hands inflict 1d2 damage each, while their
foot-claws deal 1d4 damage each. They can also bite for 1d3 damage.
Underwater, this allows them 5 natural attacks per round. On the
surface, only hands and bite may be used. Unlike Sahuagin, Malenti
natural attacks do not improve as the creature rises in level.
Eye Membrane: To aid them in infiltration, Malenti have
developed a mutation that protects them against the light-sensitivity
weakness of common Sahuagin: a reflexive, nictating membrane that
covers the eye when exposed suddenly to light, conferring a +1 bonus
to save against light-based blindness.
Special Disadvantages:
Eye Membrane: The eye membrane of the Malenti is a
giveaway that has been exploited by Sea Elves to expose Malenti
hiding in their midst. Whenever a Malenti is suddenly exposed to
light in the company of Sea Elves, the Malenti must make a dexterity
check. Failure means that the Sea Elves had a chance to notice the
Malenti's membrane reflex, and so each Sea Elf present is entitled to
an Intelligence check.
Fire Weakness: Malenti suffer a -1 penalty to save vs.
fire. They suffer no extra damage from fire, since their external
skin is Elven rather than Sahuagin.

Merrow are aquatic ogres, huge marine humanoids and traditional
allies of Koalinths. With Koalinths, they form a significant part of
the Horde's forward drive toward Atalanta. They have an unmitigable
hatred for Sea Giants; this enmity may date back thousands of years,
to the sinking of the Lost Continent itself.
Merrow are large and green, and some sport vestigial horn-nubs atop
their heads. Many have wild, tangled kelp-like hair, though a number
of them are shaven bald.
Ability Score Adjustments: +2 Strength and Constitution, -2 Intelligence and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Priest.
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class, +4 hit points at first level.
Natural Armor Class/Move Rate: 6; Merrow swim at rate 12 move on land at a rate of 6.
Bonus Languages: Ogrish, Hobgoblin.
Special Advantages:
Infravision: 60' range.
Natural Attack: Merrow can attack with claws (1d6 each)
and teeth (2d4 bite damage) instead of weapons.
Camouflage: Because of their green coloration, Merrow
can blend with their natural surroundings with a success of anywhere
from 10% to 80% depending on the level of green in the surrounding
environment (DM's call, though this should never be higher than 40%
outside of underwater environments). When successfully camouflaged,
the Merrow imposes a -5 surprise check penalty on its opponents.
Swimming Charge: When armed with large spears or other
piercing weapons, Merrow can make a swimming charge, gaining a +1
bonus to hit.
Special Disadvantages:
Size: Merrow take damage as large-size creatures.
Scrags are marine cousins of Trolls, and have at various points in
time been allies and enemies with the Merrow and Vodyanoi.
Physically, they resemble Trolls, though their faces are flat
(lacking their land cousins' long, hooked noses) and their ears come
to vertical points alongside their heads.
Their large size, great strength and signature Trollish regenerative
properties make them valuable shock troops for the Meropids. They are
loyal so long as they are well-fed, and given worthy prey to
hunt.
Ability Score Adjustments: +2 Strength, Dexterity and Constitution, -2 Intelligence, Wisdom and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor
Kit Allowances: From the Complete Book of Humanoids.
Hit Dice: By class, +6 hit points at first level.
Natural Armor Class/Move Rate: 7; Scrags move on land at a rate of 3, and swim at rate 12.
Bonus Languages: Trollspeak, Ogrish.
Special Advantages:
Infravision: 90' range.
Unarmed Attacks: Scrags can attack with two claw-swipes
(1d4 each) and a bite (1d8) if they are without weapons.
Climbing: Scrags can climb natural surfaces (trees,
sheer cliffs, etc) with an 80% chance of success.
Regeneration: Scrags can regenerate 3 hit points per
round starting three rounds after they are first injured. Trolls can
continue to regenerate, so long as they are not damaged to -10 hit
points or lower. The Scrags of Meropis are Sea Scrags, and so they
only regenerate when immersed in saltwater.
Special Disadvantages:
Fire and Acid: Scrags, being Trolls, cannot regenerate
damage caused by fire or acid.
Size: Scrags are damaged as large creatures.
Distracted: Scrags have a 50% chance to break off a
pursuit if they come across food while chasing a fleeing
opponent/running somewhere/etc.
Thin Limbs: Scrags appendages can be easily severed by a
roll of a natural 20 with an edged weapon. Severed limbs continue to
fight on their own, but are beyond the Scrag character's control.
This menagerie of animated corpses tends to congregate near the Ship Graveyard, a place where an armada of shipwrecks came to rest after the clash between the Capitolian Armada and the Pallinite Navy a generation ago. These creatures are usually human or demi-human sailors who have become corporeal undead, becoming either Sea Zombies, Skeletons or Lacedons (aquatic ghouls). Depending on their national origin, Undead Mariners may have access to special class and/or kit abilities from when they were alive. Racial adjustments and racial abilities may also depend on a Mariner's race. However, the Undead Mariners are now (mostly) loyal to the priests of the Dark Gods who raised them to fight for the Meropid Horde.
Ability Score Adjustments: Variable, by human/demihuman/humanoid race.
Class Restrictions:
Multi-Class Allowances: None
Kit Allowances: Varies, depending on mortal class/kit.
Hit Dice: By class.
Natural Armor Class/Move Rate: By class:
- Skeleton: 7; swim 12, move 12
- Sea Zombie: 7; swim 12, move 6
- Lacedon: 6; swim 9, move 3
Bonus Languages: Commom, one other.
Special Advantages:
Undead Class Abilities: Undead Mariners have access to
the special Undead class abilities and rules, which can earn them the
sorts of powers that make undead truly fearsome enemies.
Special Disadvantages:
Undead Weaknesses: Most undead are susceptible to
certain types of attacks or conditions, not the least of which is
priestly turning/command.

The Vodyanoi are marine cousins of Umber Hulks. They resemble large, stocky humanoid insects, with their shiny dark carapace most closely invoking beetles. They are a shade of dark green, rather than Umber Hulks' black, and their shells tend to be smooth and streamlined to aid in swimming. Like the Merrow and Scrags, the Vodyanoi's primary contribution to Meropis is their great strength and ferocity.
Ability Score Adjustments: +2 Strength and Constitution, -2 Dexterity and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman.
Kit Allowances: The kits below are drawn from the Complete Books of Fighters and Humanoids.
Hit Dice: By class. At first level, Vodyanoi take +8 bonus hit points.
Natural Armor Class/Move Rate: 2; Vodyanoi swim at rate 6, and move on land at rate 3.
Bonus Languages: Umber Hulk, Common.
Special Advantages:
Natural Attacks: Vodyanoi can attack with two claws (3d4
each) and a bite from their massive mandibles (1d10) in a single
round.
Eel Summoning: Vodyanoi can summon electric eels 1/day,
with a chance of success equal to 10%, +5%/level (or 20%, +10%/level
for Shamans). 1d4 eels/level respond if the summons is
successful.
Special Disadvantages:
Large Size: Vodyanoi take damage as large-sized
creatures