Ahkma are an ancient, brutish race that has spread across the great Underworld of Xish. With large temple cities in sprawling cavern complexes, these monstrous creatures live to spread their society and religion to the entire Underworld.
Physical Description: Ahkma are hulking, thick skinned creatures six to seven feet tall. Their skin ranges in hue from an elephantine grey to deep, earthy brown. They are mostly hairless aside from the back of their head and beards on males. They have squashed, wrinkled faces with large tusks, and sharp claws used for digging and defense. Females tend to be slightly smaller, with softer facial features, but are just as ferocious as their brothers.
Society: Ahkma are long lived and prolific, and would likely explode in population if their society was not in a state of almost constant war. Said to be the result of crossbreeding between the Ancients and some sort of orc-like creature- the Ahkma obsessively revere their ancestors. They hunt for and protect any landmarks of the Ancient race, creating temple cities to surround and protect them.
Relations: Ahkma are expansionist to a fault, desiring only conquest. They see the other sentient races as merely obstacles- though those who convert to their religious views and submit to their rule are often treated well. Any who wishes to befriend and Ahkma must likely prove his or her physical might first.
Alignment and Religion: Ahkma worship the elements and the ancients, their leaders are Elanim elemental lords. Ahkma tend to be lawful and conforming.
Adventurers: Ahkma sometimes abandon the conquest of their people. Fighters, barbarians, or elanim are the most common Ahkma adventurer.
Ahkma Racial Traits
+2 Strength, +2 Constitution, -2 Intelligence: Ahkma are stong and tough, but usually prefer to let others do the thinking for them.
Monstrous Humanoid: Ahkma have the Monstrous Humanoid subtype.
Medium: Ahkma are Medium creatures and have no bonuses or penalties due to their size.
Speed: Ahkma have a 30 foot move speed.
Darkvision: Ahkma can see in the dark up to 60 feet.
Claws: Ahkma have two claws that deal 1d6 damage.
Burrow: Ahkma are able to dig quickly with their powerful claws. They gain a burrow speed of 20 feet.
Thick Hide: The Ahkma have hide as tough as a rhinoceros, giving them a Natural Armor bonus of 1.
Gift of the Ancients: Because of their strange genetic heritage, Ahkma have spell resistance equal to 11+ their character level.
Weapon Familiarity: Ahkma are proficent with bardiche, battleaxe, falchion, temple sword, glaive, and naginata..
Languages: Ahkma begin play speaking Common and Ahkman. Ahkma with high Intelligence scores can choose from the following: Itikka, Gnome, Dwarf, Xishian, and Undercommon.