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Merfolk
Size & Type (subtype):Medium-Size Humanoid (Aquatic)Hit Dice:1d8+1 (5)
Initiative:   +1 (Dex)   Speed:   5 ft., swim 50 ft.  
Armor Class:   13 (+1 Dex, +2 leather)   Attacks:   Trident +1 melee; or heavy crossbow +2 ranged  
Damage:   Trident 1d8; or heavy crossbow 1d10   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Low-light vision  
Saving Throws  Fortitude: 3  
Reflex: 1  
Will: 0  
Abilities:   Str: 10
Dex: 12
Con: 12
Int: 11
Wis: 11
Cha: 13
Skills:   Listen +4, Spot +4   Feats:   Alertness  
Climate and Terrain:   Temperate aquatic   Climate:   temperate  
Terrain:   aquatic   Organization:   Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)  
Challenge Rating:   1/2   Challenge Rating Value:   0.5  
Treasure:   Standard   Alignment:   Usually neutral  
Advancement:   By character class  

Description:  

Merfolk speak Common and Aquan.

Combat

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.

Merfolk Characters

A merfolk's favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002