5' 1" || 154.94 cm || Merfolk || Level IV
Strength || 5
Constitution || 6
M. Affinity || 9
M. Resistance || 6
Dexterity || 6
Speed || 5
Stamina || 5
|| Rainborn ||
When he's hydrated, he gains +4 to his Strength, Constitution, M. Resistance, Dexterity, Speed, Stamina and +1 to M. Affinity. When dehydrated, he receives the inverse; -4 and -1 respectively.
|| Merfolk Biology ||
As a Merfolk, he retains both benefits, drawbacks, and generals traits of both octopi and a humans.
|| Water Manipulation ||
The ability to manipulate natural, or caster created, water.
|| Floodgates ||
All existing water, within a moderate range of Kawthar, begins to duplicate, rapidly move, and increase in pressure, causing most systems, such as plumbing or sewage, to fail. This quickly increases the amount of water within an area and, if given enough time, could allow a puddle to become a lake.
|| Stormcast ||
Kawthar calls upon a slow brewing storm, which can range from a drizzle to a hurricane. Outside of it's general creation, he cannot control the elements of the weather without separate abilities.
|| Detect North ||
At any moment, Kawthar can detect North, which is typically used for location and travel.
|| Murky Waters ||
Kawthar can excrete a magical, inky substance from his body, which pollutes the water around him. Any creature not previously equipped to deal with this environment cannot see clearly and has the substance attach to their skin, causing it to slowly degrade their body over time.
|| The Seastalker's Mark ||
A temporary symbol of a trident is placed on the target's body, causing them to receive restoration from his Murky Waters ability, opposed to degradation. This does not grant them an ability to see through the substance.
|| Echolocation ||
Kawthar emits a call out to the environment and listens to the echoes of those calls that return from various objects near him. He uses these echoes to locate and identify the objects. Echolocation is used for navigation and for foraging (or hunting) in various environments.