Moulg

Nobody agrees on where they came from, least of all, them. Given what happened when they did come, I'm not sure I want to know the truth, frankly.

-Sorev Lakishar, Elven Sage


The Moulg, Molgr plural, are a race of living constructs. Made entirely of metal, the Moulg are an industrious and focused race. Never sleeping, ever learning, they are characterised by an intense curiosity for all things, and the will to tease apart the underlying mechanisms. To those unfamiliar with the Moulg, they may seem alien or inscutable, and as such, most races treat the Moulg with some level of suspicion, if not outright hostiliy. The exception is the Dwarves, who have a strange sort of friendly rivalry with the Moulg, both races being master craftsfolk.

Corrupted Memories

The Moulg first appeared in the years following the calamity that ended the Whispered War. Battered, confused, and traumatized, they came up from the Underdark, fleeing from an enemy they could not remember. Each Moulg's memory of the events surrounding thier creation is fragmented and distored. Some remember verdant fields of green, devoured by great mechanical worms. Others remember sinuous coils of metal, and whispering voices of horror. The only common vein they agree on is that they too, are refugees from some sort of war. Scholars have several theories. Some of the more popular theories involve the Moulg being descendants of the Inevitables, or perhaps the Modrons, the construct inhabitiants of Mechanus. Others say they must be related to the Maug, the warlike constructs of stone from Acheron. There is little evidence one way or another, though.

On a personal level, Moulg vary. Some are gregarious, and associate with other individuals and races easily. Others are more enigmatic or aloof, preferring to observe rather than participate. Moulg experience feelings and emotions just like any other race, but depending on thier form, they may display emotions in different ways. For one Moulg, anger might might be a harsh ticking of gears and narrowed eyeslits, for another, it might be a plume of smoke and an almost subsonic growl of engines. With little need to worry about a lifespan, Moulg generally all have some sort of discipline they practice in the time that other races would spend sleeping, for example. One trait that all Moulg share, to one degree or another, is an insatiable desire to know. Moulg that are presented with some new experience, method, material, or other ocurrence often go out of thier way to find out everything there is to know about the subject. This can lead to awkward situations when the subject in question is sensetive or embarassing, such as the exact nature of the duchesses's esoteric bedroom activities. It is unfortunately easy for such curiosity to be mistaken for nosyness, or even something more sinister.

Lost Machines

The Moulg have no homelands, and as such, were at first at odds with the races of the world. Even to this day, predjudices still linger around the Moulg, fueled by the fear that they no souls, no morality, or were built to serve the superior races. In modern times, the Moulg have founded a city of thier own, Kher'meak, and have begun to slowly integrate into other cities.

Curiously, while the the Moulg are very adept at repairing themselves, the Moulg do not yet posess the secret of creating more of thier race. As such, the true death of one of their kind is cause for great mourning in Kher'meak.

Moulg Names

Moulg have only one name each, and find it odd that other races have more than one. Moulg tend toward names with guttural intonation that can be "spoken with extra steel" as they say. No Moulg was ever found to have been made in the image of one of the fleshy races, and as such, Moulg do not exhibit any kind of gender.

  • Names: Ebrekarn, Turonyis, Abraxourg, Char-Gra, Koleanthrahk, Vra'rhek, Emvereth-ekra, Vaquon'ak, Shrinskral, Yethergrek, Emoulguar, Lethe-kevre, Abrihelion

Moulg Traits


  • Ability Score Increase. Your Wisdom and Intelligence scores increase by 1. Your Charisma score is reduced by 1. Additionally, add 1 to an ability score of your choice.
  • Age. Moulg have no known upper limit to thier age. Depending on the condition of the body, some dead Moulg can even by revived by mundane means, though only by the most elite of craftsmoulg.
  • Alignment. Moulg tend toward law and good. However, this is not a hard rule. Though few, villainous Moulg do exist, and are often twisted beyond all recogniton.
  • Size. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Living Construct. You are immune to poison, suffocation, and disease. You still require food to process into energy, however, this need not be meat or vegetables, any organic or inorganic substance you can swallow safely will do. You do not require sleep, and cannot be magically made to sleep, although you must spend at least 6 hours in a meditative mode organizing and tabulating the day's events in order to gain the benefit of a long rest.
  • Lightning Rod. Your metallic contstitution causes you to roll at disadvantage against lightning effects that force saves, and lightning attack rolls against you have advantage.
  • Firmitas Machina. If you are reduced to 0 hitpoints, you are automatically stable, and do not roll death saves unless you are attacked.
  • Lost Technology. If you are brought to 0 hitpoints, you do not naturally heal. Checks made to repair you must be done with smith's or tinker's tools, or the mending cantrip. Magical healing functions normally.
  • Languages. You can speak, read and write Common and Moulgar.
  • No Two The Same. Choose attibutes from the list below with a total value of no more than (2).

Unique Moulg Attributes


  • Completely Reversible. (1) Your front and back are symmetrical and can flip back and forth easily. You cannot be flanked, and apply your proficiency bonus to initiative checks.
  • Extra Arms. (1) You have an extra pair of arms. You gain another object interaction each round.
  • Advanced Hydraulics. (1) You gain the Powerful Build attribute. You are proficient in Athletics.
  • Ancient Gaze. (1) You know the spells detect magic and identify and can cast them as an action once per short rest without material components.
  • Many-Eye. (1) You have many more eyes than normal. You gain Expertise in the Perception skill, and can see up to 500 feet in perfect detail. You have disadvantage against blinding effects, and cannot avert your eyes from gaze attacks unless your head is covered.
  • Multiphase Lenses. (1) You have darkvision out to 60 feet. This effect pierces magical darkness.
  • Sonar Array. (2) You have 25 feet of blindsight. You have disadvantage on saves against sonic attacks, and effects that would deafen you. Your blindsight does not function if you are deafened.
  • Heavy Cladding. (1) You have an unarmored AC of 11 + your Constitution modifier + your Proficiency modifier. You lose 5 feet of speed unless you have the Powerful Build attribute. This does not stack with any Unarmored Defense class features.
  • Richter Circuit. (1) You have tremorsense out to 30 feet. You know the location and size category of any creature in contact with the ground.
  • Baroque Scale. (1) Your size is Large. Your reach increases by 5 feet.
  • Diamond Gullet. (2) Your gullet is equipped with heavy duty grinding teeth, and your stomach is a white-hot furnace. Any item you can at least partially swallow is broken down and destroyed, providing you with nutrition. You have advantage on saves versus exhaustion effects. As an action, you can eat a ration's equivalent in matter to immediately make another save against any exhaustion effects you are suffering, removing 1 level on a success. This check does not benefit from advantage.
  • Leg Boosters.(1) Your jump height/distance is equal to your movement speed. You don't need a running start to jump. Your speed increases by 5 feet.
  • Internal Gyro. (1) You are proficient in Acrobatics, and have advantage against any effect that would knock you prone or move you against your will.
  • Steel Will. (1) You are proficient in Wisdom Saving throws, and have advantage against effects that would charm, frighten, or stun you.
  • Flexile Form. (1) You have a limited ability to change your shape to fit through small spaces. You can pass through an opening of up to 6 inches without squeezing.
  • Battlemode. (1) You have melee weapons built into your limbs. You can extend or retract these weapons at no action cost. They deal 1d6 piercing, slashing, or bludgeoning damage (choose one), and have the Finesse property.
  • Know-er. (1) You have Expertise with one type of artisan's tools, and treat any roll with them lower than 10 as a 10.
  • Predictive Models. (2) You have Expertise in the Insight skill. Twice per long rest, you can use the Ready action without declaring your intent beforehand.
  • Shielding Module. (1) You know the spell shield, and can cast it once per short rest for free. After that, you suffer one level of exhaustion for each use.
  • Cold Iron. (1) You are proficient with the Intimidation skill, and may add your Wisdom or Intelligence if it is higher than your Charisma. As a bonus action once per short rest, you can force an enemy to make a Wisdom save against 8 + your Proficiency bonus + your Wisdom, Intelligence, or Charisma modifier. If they fail, they are Frightened until the end of your next turn.
  • Translation Codex. (1) You gain two bonus languages. If you listen to a creature speak a language you do not know for 2 hours, you can make a DC 26 History check. If you succeed, you add that language to the languages you know. For each additional 2 hours you hear that language spoken, the check DC decreases by 3.
  • Memory Banks. (1) You remember events with crystal clarity and can replay them exactly as they happened in your mind. You have advantage on saves versus effects that would alter or distort your memory. You have advantage on Deception checks made to duplicate the mannerisms or voice of someone you have heard before. When you take a long rest, you can reroll one mental ability check that you failed within the last 8 hours, though a success may reveal slightly less information than usual.
  • Faraday Ablator. (1) You are resistant to lightning damage, and also reduce all lightning damage taken by 1 (after resistance).
  • Capacitors.(1) Lightning damage you take is stored, up to your total level. Twice per long rest, you can discharge this damage into an attack or spell as a bonus action.
  • Coronal Discharge Ridges. (1) You know the cantrip light, but can only target yourself. While so illuminated, you are vulnerable to lightning damage, but your attacks and spells deal bonus lightning damage equal to half of your proficiency modifier.
  • Heat Sinks. (1) You are resistant to fire damage. As a reaction once per short rest when you take fire damage, you channel the heat into a weapon. That weapon does additional fire damage the next time it successfully hits a target, equal to your proficiency bonus in d4s.
  • Impellers. (1) You gain a swimming speed equal to twice your base movement speed, and suffer no penalities for underwater combat.
  • Combat Codex. (1) You have proficiency in any two simple or martial weapons. If you fight with a weapon you are not proficient with for 2 encounters, you can make a DC 21 Insight or Athletics check. If you succeed, you add that weapon to the weapons you are proficient with. For each additional 2 encounters you fight with that weapon, the check DC decreases by 3.
  • Prescence Dampner. (2) You have proficiency in Stealth. You can gain the Skulker feat as an action, during which time it is impossible for you to emit any sound, including the verbal components of spells.
  • Arcane Codex. (2) You are proficient in Arcana. If you see a spell cast, you can make a DC 12+spell level Arcana check. On a success, you can then write the spell into a spellbook as a wizard would, incurring similar costs. Anyone with the Spellcasting class feature can learn the spell from this record, provided the spell is on thier list.
  • Cryogenic Cooling. (1) You are resistant to fire damage. Once per short rest, you can cast Armor of Agathys without components. When cast in this way, you lose your fire resistance until the next short rest, and the slot level is equal to 1/2 of your Constitution modifier, and creatures that begin thier turn in contact with you also take cold damage.