Size:
± Medium
Type:
?
Form:
Temper:
# App:
± 0 (1d20)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
artillery
Ground:
± 10
Climb/Arboreal:
Flight:
Swim:
± 40
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Crystal Cave Merfolk)
Actions/Abilities/Traits: D&D 5e (Crystal Cave Merfolk)
Attributes
Strength: 10
Dexterity: 13
Constitution: 12
Intelligence: 11
Wisdon: 11
Charisma: 12
Offense
Bite
Circumstance: Melee
2 to hit, one target. (1d6) piercing damage.
Trait
Amphibious
The merfolk can breathe air and water.
Trait
Siren Song
Lovely singing voices charm every humanoid or giant within 300 feet. The targets must succeed on a 11 Wisdom saving throw or be charmed until the song ends.
Trait
Passive Perception
0
The Crystal Cave merfolk have long, flowing fins and silvery scales. They have lovely, melodic voices that are enhanced by the vibrating crystals of the cave in which they dwell.
They love anything silver and are willing to trade pearls and bits of gold treasure that they have found on their hunts under the waters. They also have Potion of Water Breathing||magical potions that can help a surface dweller breathe underwater.
5e Tools
Actions/Abilities/Traits: D&D 5e (Crystal Cave Merfolk)
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 10
Dexterity: 13
Constitution: 12
Intelligence: 11
Wisdon: 11
Charisma: 12
Skills
perception: +2
Offense
Spear
Circumstance: Melee, Ranged
2 to hit, reach 5 ft. or range 20/60 ft., one target. (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Trait
Amphibious
The merfolk can breathe air and water.
Trait
Passive Perception
12
Items
spear
Languages
Aquan
Common
Environments
underwater
coastal
Merfolk guardians are the chosen of nature and its divine protectors. They are more mystical than other merfolk, and also more savage, mysterious, and close to nature. Sometimes, they live among other merfolk as special protectors, but there are entire tribes of merfolk guardians as well. Tribes of these merfolk seem forbidding even to other merfolk.
5e SRD
Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.
Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.
Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.
Merfolk Settlements
Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.
Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures.
Merfolk
Protectors and Explorers of the Seas
Beneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Merfolk Salvager)
Actions/Abilities/Traits: D&D 5e (Merfolk Salvager)
Attributes
Strength: 12
Dexterity: 14
Constitution: 12
Intelligence: 11
Wisdon: 10
Charisma: 13
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Skills
athletics: +3
perception: +2
Offense
Coral Rapier
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage.
Offense
Inject Toxin (2/Day)
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8 + 2) piercing damage, and the creature must succeed on a 12 Constitution saving throw or be paralyzed until the end of its next turn.
Action
Multiattack
The salvager makes two attacks with its coral rapier.
Trait
Amphibious
The salvager can breathe air and water.
Trait
Passive Perception
12
Languages
Aquan
Common
Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater.
5e Tools
Actions/Abilities/Traits: D&D 5e (Merfolk Salvager)
Actions/Abilities/Traits: D&D 5e (Merfolk Skirmisher)
Actions/Abilities/Traits: D&D 5e (Merfolk Skirmisher)
Attributes
Strength: 10
Dexterity: 13
Constitution: 12
Intelligence: 11
Wisdon: 14
Charisma: 12
Offense
Ocean Spear
Circumstance: Melee, Ranged
2, reach 5 ft. or range 20/60 ft. (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. spear magically returns to the merfolk's hand immediately after a ranged attack.
Trait
Amphibious
The merfolk can breathe air and water.
Trait
Passive Perception
12
Languages
Common
Primordial (Aquan)
Environments
coastal
underwater
Merfolk skirmishers defend their homes from aquatic monsters and invaders from the surface.
5e Tools
Actions/Abilities/Traits: D&D 5e (Merfolk Skirmisher)
Actions/Abilities/Traits: D&D 5e (Merfolk Wavebender)
Actions/Abilities/Traits: D&D 5e (Merfolk Wavebender)
Attributes
Strength: 10
Dexterity: 18
Constitution: 14
Intelligence: 13
Wisdon: 19
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +5
Wisdom: +7
Constitution: +5
Skills
perception: +7
Offense
Aquatic Burst
Circumstance: Melee, Ranged
7, reach 5 ft. or range 60 ft. (3d10 + 4) Cold damage. If the target is a Large or smaller creature, it has the Prone condition.
Action
Multiattack
The merfolk makes two Aquatic Burst attacks.
Reaction
Watery Rebuke
An enemy the merfolk can see enters a space within 5 feet of the merfolk. dstr 15, the triggering enemy. 14 (4d6) Cold damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water.
Spellcasting
Frequency:
At Will
Attribute: wis
The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save 15):
Elementalism
Light
Spellcasting
Frequency:
Daily
Attribute: wis
The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save 15):
Control Water
Create or Destroy Water
Trait
Amphibious
The merfolk can breathe air and water.
Trait
Passive Perception
17
Resistances
cold
Languages
Common
Primordial (Aquan)
Environments
coastal
underwater
These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them.
5e Tools
Actions/Abilities/Traits: D&D 5e (Merfolk Wavebender)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
aquatic-salt
Offense
1 × weapon (1d6 or by weapon)
Circumstance: Combat
Special
Weapons
Spears, tridents, or daggers.
Special
Underwater villages
Home to 1d3 × 100 individuals.
Special
Guardians
Use trained sea creatures or monsters to guard their homes.
Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish
Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish.
Old-School Essentials Classic Fantasy
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: Pathfinder 2e (Merfolk Warrior)
Actions/Abilities/Traits: Pathfinder 2e (Merfolk Warrior)
Ability
Aquatic Dash
The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike one opponent at the end of their movement, or Swim once and Strike at any point during their movement.
Offense
Melee
Circumstance: combat round (melee)
trident +7 [+2/-3], Damage 1d8+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
trident +9 [+4/-1] (thrown 20 feet), Damage 1d8+2 piercing
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Merfolk
These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.
Item
trident (2)
Language
Aquan
Common
Perception
low-light vision
Actions/Abilities/Traits: Pathfinder 2e (Merfolk Warrior)
Actions/Abilities/Traits: Pathfinder 2e (Merfolk Wavecaller)
Actions/Abilities/Traits: Pathfinder 2e (Merfolk Wavecaller)
Ability
Hydraulic Asphyxiation
Circumstance: The target is fully submerged in water, within 30 feet of the mer
The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 actions' worth of air (or twice that on a critical failure).
Ability
Primal Prepared Spells
DC 18, attack +10; 1st charm, heal, hydraulic push; Cantrips (1st) dancing lights, detect magic, electric arc, ray of frost, stabilize
Offense
Melee
Circumstance: combat round (melee)
dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
dagger +9 [+5/+1] (agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Merfolk
These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.
Item
dagger
Language
Aquan
Common
Perception
low-light vision
Actions/Abilities/Traits: Pathfinder 2e (Merfolk Wavecaller)
Merfolk guardians are the chosen of nature and its divine protectors. They are more mystical than other merfolk, and also more savage, mysterious, and close to nature. Sometimes, they live among other merfolk as special protectors, but there are entire tribes of merfolk guardians as well. Tribes of these merfolk seem forbidding even to other merfolk.
5e SRD
Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.
Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.
Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.
Merfolk Settlements
Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.
Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures.
Merfolk
Protectors and Explorers of the Seas
Beneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.
5e Tools
Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish
Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish.
Old-School Essentials Classic Fantasy