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.
|
|