Mockmaid/Mockmaidens (females of Mockfolk) Large monstrosity, lawful neutral Armor Class:17 Hit Points:16d10 + 73 (158) Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft. STR 18 (+4) DEX 13 (+1) CON 19 (+4) INT 10 (0) WIS 13 (+1) CHA 18 (+4) Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1 Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10 Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant Damage Resistances:acid, cold, fire, lightning, necrotic, radiant Damage Immunities:slashing, poison, piercing, bludgeoning Condition Immunities:blinded, deafened, stunned, unconscious, invisible Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin Challenge:15 (13000 XP) False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect. Amphibious.:The monster can breathe air and water. Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing. Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater. Actions Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends. Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target. Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action. Legendary Actions Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time. Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb. Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species. Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.
General Appearance: Sea creatures with a monstrous humanoids body. They have the head of a hammerhead shark (A hammerhead shark's head is flattened and extended sideways into a "hammer" shape, giving it its name. The unusual and distinctive structure of its head is houses an extensive array of acute sensory organs, not least of which are the shark's eyes and nose, which cannot be easily fooled or avoided. While it may be possible to to outrun a hammerhead, hiding from one is virtually impossible.) with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones. The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface. Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure. The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins. The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish. Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females. They're "Semi-Immortal", living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death. They protect themselves against predators with the tips of all their fins that are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth. They can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe). Their intelligence Varies from individual to individual. Some are born not much more than unthinking animals that will go full feral and some born intelligent enough to learn how to use technology and/or magics. Primal regression is common with the species either from birth or later in their life some are known to devolve into a feral state loosing their humanoid form (and whatever intelligence they had) and their lures becoming more Bullywug or Sahuagin or Lizardfolk looking. There's another mutation that is rare to happen but can be beneficial and those are males called Alphas that are born larger and more monstrous than even a female 3 times their age. They're also susceptible to most aquatic illnesses that effect fish. Aquatic parasites like copepods and barnacles leave a lot of them predominately blind. They're often are mistaken for mermaids and other sea-monsters like Aboleths, zaratani, Tritons, Nereids, Merfolk, Kuo-toa, Oceanus dragons, Wastrilith, Morkoths, kelpie, Rusalkas, Dragon turtles, locathah, Krakens, Marids, Sea hags, Sirines, Merrow, vodyanoi, ixitxachitl, or ixixachitl. They tend to live in underwater caves and trenches. They can survive in different tempered waters and they can live in bother fresh and salt water. They can survive indefinitely outside the water as long as they can keep moist. But, they are more acceptable to cold and fire damage outside the water. Any form of climate change has very little if any effect on them as they can survive anywhere as long as the water hasn't become toxic. They've adapted many cultures they've observed from their humanoid prey including but not limited to Dwarvish, Elvish, Aquan, Draconic, Gnomish, Orcish, Fey, ect. Some will decorate their bodies with tattoos, tribal scarring, and piercings. They can speak any human langue with most choosing to speak it through their lures as their actual voices tend to be harsher on the ears of most land based creatures. Either very deep, raspy, or guttural. Their native langue is impossible to speak out of the water and is mostly only spoken by the elders of the species still. The males have head crest that they show off on their lures. The more unique the male is compared to the others the more attractive they are to the females. Weather it's their weight, colors, or mannerisms the more different they seem the better. Because of this a lot of males will adorn themselves with shiny object and cover themselves in tattoos and piercings. And, some knowing that they can die if they mate will do the opposite and try to make themselves less attractive. Females normally choose their mates but most the time they are arranged mating(s) by their elders to strengthen their bloodline or gain more hunting territories. They're mostly female dominated species as they're the larger stronger of the species even though males outnumber them 5 to 1. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur (1 in every 10,000 births), but they don't tend to become thinking leaders but more of bloodthirsty warlords. They tend to travel together in groups called "schools" but are known for some to go rogue willingly or forcefully. The oldest are the leaders no matter what. They tend to have no choice as the older they become the stronger they become physically and mentally (especially over their children and direct descendants). There is no world-wide encompassing government for the species but many clans, tribes, families, and mafias. Some do wear clothing to show some modesty when around other species that have such morals by wearing robes, loincloths, kilts, togas, swimsuits, bikinis, ect. They do wear jewelry salvaged from shipwrecked. And, other sea life (dead and alive) such as starfish, sand-dollars, seashells, turtle shells, coral, sea urchins, shark teeth, and bones of different animals. They don't wear armor very often unless they chose a class that requires it like Paladins. Some do wear medallions and jewelry for their different religions and some even getting tattoos and brands. If required some will wear robes or the armors of their classes. They no longer actively have their own original religions anymore. They mostly adopt or adapt to those of other races. They do believe or spread some of their own mythologies about themselves to other species. They have their own myths and legends like (but not limited) to they're the true original people and that they were turned into their monstrosity forms when the Elder/Outer Gods cursed them to make way for other races. None of this can be proven. The species actually seems to be younger than most of the main races. They might be extraterrestrial in origin. Most of don't have jobs in the traditional sense as they're mostly a self sufficient race. But, most that do interact with other races usually take on Mariner jobs such as fishermen, ferrymen, smugglers, pirates, or acting as protection for boats in dangerous waters. They will take on jobs that bring them far from the waters but at great risk of their own well-being. They do have some seasonal celebrations for the changing of the seasons as they will migrate to more comfortable waters. Any clothing or armor made by them are unique as it'd be made for their eccentric body types. Also, any weapons made by them tend to be too big and heavy for a human to wield. A two-handed broadsword for one of them would be like a lance to a human-sized race. They have not many species-wide laws any more since they allowed themselves to become a known open species to the rest of the world centuries ago. They do have family clan laws that are different from clan to clan. The punishments are usually 1 of 3 possibilities; expulsion, execution, or mutilations. They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth. The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left. The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks. They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants. They're effectively semi-immortal meaning they do not die of old age, so there is no such thing as a peaceful death for their species.
There is very little known of their ancient past as they didn't keep a written record of their history until they started having more interactions with other species that didn't involve them eating one another. They tend to only keep oral histories and those only extend to their own lifetime. They don't seem to care much for the deeds and accomplishments of their ancestors. Because of the genetic mental connection and control over their young the young are always trying to get away from their parent's legacies. Some have become more human-like and are getting smarter while others of their species seem to regress.
https://orcpub2.com/pages/dnd/5e/monsters/mockmaid-mock... ------------ http://www.furaffinity.net/view/32124843/ Mockmaid/Mockmaidens (females of Mockfolk) Large monstrosity, lawful neutral Armor Class:17 Hit Points:16d10 + 73 (158) Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft. STR 18 (+4) DEX 13 (+1) CON 19 (+4) INT 10 (0) WIS 13 (+1) CHA 18 (+4) Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1 Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10 Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant Damage Resistances:acid, cold, fire, lightning, necrotic, radiant Damage Immunities:slashing, poison, piercing, bludgeoning Condition Immunities:blinded, deafened, stunned, unconscious, invisible Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin Challenge:15 (13000 XP) False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect. Amphibious.:The monster can breathe air and water. Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing. Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater. Actions Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends. Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target. Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action. Legendary Actions Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time. Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb. Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species. Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.
General Appearance: Sea creatures with a monstrous humanoids body. They have the head of a hammerhead shark (A hammerhead shark's head is flattened and extended sideways into a "hammer" shape, giving it its name. The unusual and distinctive structure of its head is houses an extensive array of acute sensory organs, not least of which are the shark's eyes and nose, which cannot be easily fooled or avoided. While it may be possible to to outrun a hammerhead, hiding from one is virtually impossible.) with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones. The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface. Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure. The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins. The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish. Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females. They're "Semi-Immortal", living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death. They protect themselves against predators with the tips of all their fins that are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth. They can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe). Their intelligence Varies from individual to individual. Some are born not much more than unthinking animals that will go full feral and some born intelligent enough to learn how to use technology and/or magics. Primal regression is common with the species either from birth or later in their life some are known to devolve into a feral state loosing their humanoid form (and whatever intelligence they had) and their lures becoming more Bullywug or Sahuagin or Lizardfolk looking. There's another mutation that is rare to happen but can be beneficial and those are males called Alphas that are born larger and more monstrous than even a female 3 times their age. They're also susceptible to most aquatic illnesses that effect fish. Aquatic parasites like copepods and barnacles leave a lot of them predominately blind. They're often are mistaken for mermaids and other sea-monsters like Aboleths, zaratani, Tritons, Nereids, Merfolk, Kuo-toa, Oceanus dragons, Wastrilith, Morkoths, kelpie, Rusalkas, Dragon turtles, locathah, Krakens, Marids, Sea hags, Sirines, Merrow, vodyanoi, ixitxachitl, or ixixachitl. They tend to live in underwater caves and trenches. They can survive in different tempered waters and they can live in bother fresh and salt water. They can survive indefinitely outside the water as long as they can keep moist. But, they are more acceptable to cold and fire damage outside the water. Any form of climate change has very little if any effect on them as they can survive anywhere as long as the water hasn't become toxic. They've adapted many cultures they've observed from their humanoid prey including but not limited to Dwarvish, Elvish, Aquan, Draconic, Gnomish, Orcish, Fey, ect. Some will decorate their bodies with tattoos, tribal scarring, and piercings. They can speak any human langue with most choosing to speak it through their lures as their actual voices tend to be harsher on the ears of most land based creatures. Either very deep, raspy, or guttural. Their native langue is impossible to speak out of the water and is mostly only spoken by the elders of the species still. The males have head crest that they show off on their lures. The more unique the male is compared to the others the more attractive they are to the females. Weather it's their weight, colors, or mannerisms the more different they seem the better. Because of this a lot of males will adorn themselves with shiny object and cover themselves in tattoos and piercings. And, some knowing that they can die if they mate will do the opposite and try to make themselves less attractive. Females normally choose their mates but most the time they are arranged mating(s) by their elders to strengthen their bloodline or gain more hunting territories. They're mostly female dominated species as they're the larger stronger of the species even though males outnumber them 5 to 1. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur (1 in every 10,000 births), but they don't tend to become thinking leaders but more of bloodthirsty warlords. They tend to travel together in groups called "schools" but are known for some to go rogue willingly or forcefully. The oldest are the leaders no matter what. They tend to have no choice as the older they become the stronger they become physically and mentally (especially over their children and direct descendants). There is no world-wide encompassing government for the species but many clans, tribes, families, and mafias. Some do wear clothing to show some modesty when around other species that have such morals by wearing robes, loincloths, kilts, togas, swimsuits, bikinis, ect. They do wear jewelry salvaged from shipwrecked. And, other sea life (dead and alive) such as starfish, sand-dollars, seashells, turtle shells, coral, sea urchins, shark teeth, and bones of different animals. They don't wear armor very often unless they chose a class that requires it like Paladins. Some do wear medallions and jewelry for their different religions and some even getting tattoos and brands. If required some will wear robes or the armors of their classes. They no longer actively have their own original religions anymore. They mostly adopt or adapt to those of other races. They do believe or spread some of their own mythologies about themselves to other species. They have their own myths and legends like (but not limited) to they're the true original people and that they were turned into their monstrosity forms when the Elder/Outer Gods cursed them to make way for other races. None of this can be proven. The species actually seems to be younger than most of the main races. They might be extraterrestrial in origin. Most of don't have jobs in the traditional sense as they're mostly a self sufficient race. But, most that do interact with other races usually take on Mariner jobs such as fishermen, ferrymen, smugglers, pirates, or acting as protection for boats in dangerous waters. They will take on jobs that bring them far from the waters but at great risk of their own well-being. They do have some seasonal celebrations for the changing of the seasons as they will migrate to more comfortable waters. Any clothing or armor made by them are unique as it'd be made for their eccentric body types. Also, any weapons made by them tend to be too big and heavy for a human to wield. A two-handed broadsword for one of them would be like a lance to a human-sized race. They have not many species-wide laws any more since they allowed themselves to become a known open species to the rest of the world centuries ago. They do have family clan laws that are different from clan to clan. The punishments are usually 1 of 3 possibilities; expulsion, execution, or mutilations. They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth. The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left. The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks. They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants. They're effectively semi-immortal meaning they do not die of old age, so there is no such thing as a peaceful death for their species.
There is very little known of their ancient past as they didn't keep a written record of their history until they started having more interactions with other species that didn't involve them eating one another. They tend to only keep oral histories and those only extend to their own lifetime. They don't seem to care much for the deeds and accomplishments of their ancestors. Because of the genetic mental connection and control over their young the young are always trying to get away from their parent's legacies. Some have become more human-like and are getting smarter while others of their species seem to regress.