Size:
Medium
Type:
?
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
artillery
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The merfolk makes two spear attacks.
Action
Share Breath
The merfolk touches one creature, and that creatures magically gains the Amphibious feature for 10 minutes.
Action
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Special
Amphibious
The merfolk can breathe air and water.
Special
Aquatic Telepathy
The merfolk can communicate with aquatic beasts within 100 feet using telepathy. The merfolk can comprehend and verbally communicate with aquatic beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
Special
At will
animal friendship, dominate beast (aquatic beasts only), hold monster (aquatic beasts only), message, sending (only through water)
Special
Eel Strike
When the merfolk takes the Disengage action, it may make a single weapon attack as a bonus action at any time during its turn.
Special
Innate Spellcasting
The merfolk's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
trident
2 (1d8+1)

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Skill Focus (Perception)
Action
Melee 1
trident +2 (1d8+1)
Action
Ranged 1
heavy crossbow +2 (1d10/19-20)

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 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
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