Murrina are mechanical constructs standing approximately 5 to 7 feet tall and weighing around 150 to 250 pounds. Their exterior shell is made from high-impact, heat-resistant ceramics that are commonly glossy white with intricate decorative patterns painted in the style of Qinghua Porcelain. They lack traditional eyes, instead utilizing advanced sensors to perceive the environment, allowing them to see equally well in light and dark conditions. Murrina do not require food, sleep, or air, but must spend an hour daily in a state of rest to recharge their power from quantum fields.
Murrina are found predominantly along the Eastern Coast of the continent Kredes, close to their place of creation by the ancient construct known as The Mother. Many Murrina choose to stay near their homeland for ease of repair, though some have ventured further afield to explore. They are generally good-natured and somewhat naive, particularly in matters of trust. Their communities are tight-knit, with a strong focus on maintenance and technological innovation, reflecting their construct nature and the teachings of The Mother. While many Murrina possess the capability to wield magic, they generally prefer to employ technology to achieve their goals.
Death and Rebuilding: Murrina do not 'die' in a traditional sense. When damaged beyond operational capacity or reduced to 0 HP, they enter a state of deactivation. However, they can be rebuilt if substantial parts of their ceramic and mechanical structure remain intact. Their consciousness and memories are decentralized and stored redundantly throughout their body, allowing them to retain their identity and experiences post-reconstruction. There is a risk involved in this process; each time a Murrina is rebuilt, there is a 5% chance that the reconstruction leads to anomalies in their cognitive functions, resulting in behaviors or traits akin to insanity. This risk reflects the delicate balance of their intricate design and the challenges inherent in replicating the ancient technologies used by The Mother.
Repairs and Healing: Murrina do not heal from damage through conventional means such as resting or spells that channel positive energy. Instead, their sophisticated mechanical bodies require physical repairs or spells like make whole for restoration. Due to their complex nature, simpler spells such as mend are inadequate to address the intricacies of their construction.
Ability Score Modifiers: Murrina are dexterous, intelligent, and physically strong due to their construct design. They gain +2 Strength, +2 Dexterity, +2 Intelligence, and -2 Wisdom.
Size: Murrina are Medium creatures and have no bonuses or penalties due to their size.
Type: Murrina are constructs with the Murrina subtype.
Base Speed: Murrina have a base land speed of 30 ft.
Languages: Murrina begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Sensor Vision: Murrina possess advanced sensory capabilities that allow them to see in total darkness, granting them Darkvision up to 60 feet. Their specialized vision is not only unimpaired by lighting conditions but is also unaffected by magical darkness, smoke, or fog. This enhanced perception is due to their sophisticated sensor arrays, designed to navigate and interpret a variety of environmental stimuli without hindrance.
Energy Recharge: Murrina must rest for 1 hour each day to recharge their energy systems; this rest is similar to sleep but does not leave them unconscious.
Constructed Resilience: Murrina are immune to disease, sleep effects, paralysis, and poison. They do not need to eat, sleep, or breathe.
Ceramic Skin: The Murrina's exterior is composed of specialized high-impact, heat-resistant ceramics, crafted to withstand severe conditions. This ceramic skin not only grants them Fire Resistance 10 and Electric Resistance 10, protecting them from thermal and electrical hazards, but also provides a +2 natural armor bonus due to its tough and durable nature.
Quantum Coherence: Murrina can tap into quantum fields to enhance their operational efficiency. Once per day, they can enter a state of quantum coherence for 1 minute, during which they gain a +2 dodge bonus to AC and on all saving throws, reflecting their heightened state of reactive and predictive abilities.
Self-Repair Protocol: Murrina possess built-in mechanisms for minor self-repair. Once per day, they can activate this protocol to regain hit points equal to 1d8 + their Hit Die and restore 2 points of ability damage from a single ability. Murrina do not regain any lost hit points from normal rest.
Quantum Mind: Some Murrina are built with an enhanced cognitive array, giving them superior problem-solving skills and memory recall. This trait grants a +2 racial bonus on all Knowledge checks, replacing the typical sensor array which grants Darkvision.
Ablative Plating: Designed for defense, some Murrina have reinforced ceramic plates, increasing their natural armor by +2 but reducing their speed by 5 feet due to the added weight. This racial trait replaces the standard base speed.
Additional Appendages: Some Murrina are constructed with an extra set of arms, enhancing their ability to multitask and perform multiple actions simultaneously. This trait grants them a +2 racial bonus on Climb checks and grants the ability to perform additional simple actions (such as holding an item, opening a door, or making an additional non-attack maneuver) each round. This racial trait replaces Quantum Coherence.
Retractable Forearm Blades: Engineered for offense, these Murrina have built-in retractable blades in their forearms. These blades can be extended or retracted as a swift action. When extended, the Murrina gains a +2 racial bonus on Intimidate checks and can use their blades to make a natural attack that deals 1d6 slashing damage. This racial trait replaces Quantum Coherence.
Energy Discharge: Murrina can channel excess energy stored in their power cores into a defensive mechanism. As a standard action, a Murrina can release a burst of electrical energy that deals 1d6 electricity damage + 1 point per two Hit Die to all adjacent creatures. A successful Reflex Save DC 10 + Hit Die halves the damge. This ability has a cooldown of 1d4 rounds and every use of this ability adds 1 hour to the time they must spend recharging that day. This racial trait replaces Quantum Coherence.
Magnetic Manipulation: Murrina have the ability to manipulate magnetic fields around them. This grants them a +4 racial bonus on Disable Device checks involving metal objects and Combat Manuevers to disarm metal weapons. It also allows them to push or pull metal objects weighing up to 5 pounds per hit die from a distance of up to 30 feet as a move action. This racial trait replaces Quantum Coherence.