Merfolk

Merfolk Skirmisher
- Size: Medium
- Type: Elemental
- Alignment: Neutral
- AC: 11
- Initiative: +1 (11)
- HP: 11 (2d8 + 2)
- Speed: 10 ft, Swim 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| INT | 11 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
- Skills: None listed
- Senses: Passive Perception 12
- Languages: Common, Primordial (Aquan)
- CR: 1/8 (XP 25; PB +2)
Traits
Amphibious. The merfolk can breathe air and water.
Actions
Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack.
Lore & Background
Merfolk are aquatic humanoids with the upper body of a human and the lower body of a fish. These peaceful beings live in underwater cities and kingdoms, maintaining complex societies beneath the waves. Most merfolk are neutral toward surface dwellers but can become fierce defenders when their territory is threatened.
Combat Tactics
Merfolk prefer to fight in water where they have swimming speed advantage. They use tridents and nets effectively, often fighting in coordinated groups. On land, they are at a significant disadvantage due to their lack of legs.
Encounter Ideas
Underwater Kingdom: The party discovers a merfolk city and must navigate aquatic politics. Coastal Conflict: Merfolk and surface dwellers clash over fishing rights or pollution. Sunken Treasure: Merfolk guard a shipwreck containing valuable cargo. Ocean Alliance: Merfolk seek the party's help against a threat to their underwater realm.
Environmental Effects
Merfolk presence indicates clean water and healthy marine ecosystems. Their cities feature coral gardens and kelp forests carefully maintained as part of their civilization.
Treasure
Merfolk possess pearls, coral jewelry, and treasures recovered from shipwrecks. Their weapons and tools are crafted from bone, shell, and precious metals.
Plot Hooks
The Drowning Curse: Merfolk have been cursed to lose their ability to breathe water. Surface Embassy: Merfolk establish diplomatic contact with surface nations. Ocean Pollution: Merfolk seek help in dealing with contamination threatening their home. The Pearl Throne: Political intrigue surrounds succession to the merfolk crown.
Lore & Background
Merfolk are aquatic humanoids with the upper body of a human and the lower body of a fish. These graceful beings live in underwater cities and kingdoms, maintaining complex societies beneath the waves. Merfolk are generally peaceful but fiercely protective of their territories and the ocean's health.
These creatures have their own languages, cultures, and magical traditions adapted to underwater life. Some merfolk serve as guardians of the sea, while others act as messengers between the surface world and the depths.
Combat Tactics
Merfolk excel in underwater combat, using their superior swimming speed and knowledge of aquatic environments to their advantage. They often fight with tridents and nets, coordinating their attacks in groups to overwhelm surface-dwelling enemies.
Encounter Ideas
Underwater Kingdom: Heroes discover a hidden merfolk city with its own politics and problems. Ocean Guardians: Merfolk protect a sacred underwater site from desecration. Diplomatic Mission: Merfolk seek to establish relations with surface dwellers. Pollution Crisis: Merfolk ask for help dealing with threats to their aquatic environment.
Environmental Effects
Merfolk presence indicates healthy aquatic ecosystems. Their territories feature coral gardens, kelp forests, and abundant marine life that they carefully cultivate and protect.
Treasure
Merfolk possess treasures adapted to underwater life: coral jewelry, pearl collections, and magical items that function beneath the waves. They may also have salvaged treasures from shipwrecks.
Plot Hooks
The Sunken Ship: Merfolk guard a shipwreck containing important cargo or passengers. Tidal Politics: Merfolk kingdoms engage in complex political maneuvering that affects surface trade. The Surface Walker: A merfolk seeks to explore the surface world despite cultural taboos. Ocean's Revenge: Merfolk unite against surface dwellers who threaten their environment.
Lore & Background
Merfolk are aquatic humanoids with the upper body of a human and the lower body of a fish. These graceful beings live in underwater cities and kingdoms, maintaining complex societies beneath the waves. Merfolk are generally peaceful but fiercely protective of their territories and the ocean's health.
These creatures have their own languages, cultures, and magical traditions adapted to underwater life. Some merfolk serve as guardians of the sea, while others act as messengers between the surface world and the depths.
Combat Tactics
Merfolk excel in underwater combat, using their superior swimming speed and knowledge of aquatic environments to their advantage. They often fight with tridents and nets, coordinating their attacks in groups to overwhelm surface-dwelling enemies.
Encounter Ideas
Underwater Kingdom: Heroes discover a hidden merfolk city with its own politics and problems. Ocean Guardians: Merfolk protect a sacred underwater site from desecration. Diplomatic Mission: Merfolk seek to establish relations with surface dwellers. Pollution Crisis: Merfolk ask for help dealing with threats to their aquatic environment.
Environmental Effects
Merfolk presence indicates healthy aquatic ecosystems. Their territories feature coral gardens, kelp forests, and abundant marine life that they carefully cultivate and protect.
Treasure
Merfolk possess treasures adapted to underwater life: coral jewelry, pearl collections, and magical items that function beneath the waves. They may also have salvaged treasures from shipwrecks.
Plot Hooks
The Sunken Ship: Merfolk guard a shipwreck containing important cargo or passengers. Tidal Politics: Merfolk kingdoms engage in complex political maneuvering that affects surface trade. The Surface Walker: A merfolk seeks to explore the surface world despite cultural taboos. Ocean's Revenge: Merfolk unite against surface dwellers who threaten their environment.