Ice Mermaids
Ice mermaids are a type of mermaid found in the ocean beneath the ice in the Evertwilight. Their proper name used by the Duskmen is glacies sirine.
Medium Humanoid (Merfolk) Armor Class 12
Hit Points 16 (4d6+4)
Speed 10 ft. swim 40 ft.
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 14 (+2)
CHA 16 (+3)
Languages Aquan, Celestial
Amphibious Ice mermaids can breathe air and water.
Darkvision 120ft
Heat Vulnerablilty Fire damage done to an ice mermaid is doubled and they cannot survive more than a few hours in any temperature above 32 degrees and aren't comfortable in any climate above -10 degrees.
Enchanting Song An ice mermaid can spend an action to sing. Any humanoid creature within 60ft that can hear must make a DC16 Charisma Saving throw or be Charmed the the ice mermaid. While charmed, a creature can only take the move action to move as fast as they can toward the source of the song and can take no other actions. As long as the ice mermaid continues this song, the effect stays active. A charmed creature can repeat the saving throw at the end of each of their turns. On a successful save, a creature becomes immune to the Enchanting Song of any ice mermaid for 24 hours. A creature that was charmed does not have any recollection of what happened during that time except the melody.
Description
Appearance
These mermaids look much like their merfolk counterparts, however, they are all female. Their fishlike tails from the waist down are usually white or silvery, as is their hair and irises. Their skin is very pale, almost ghostly or porcelain. Believed to be aquatic fey type creatures, they have an unearthly beauty in their delicate features. Their ears resemble fish fins, which is one of the only reminders that they are aquatic if seen from the waist up. One thing that stands out is their long eyelashes that collect tiny beads of water that freeze in the arctic temperatures and glisten in the moonlight.Traits
Ice MermaidsMedium Humanoid (Merfolk) Armor Class 12
Hit Points 16 (4d6+4)
Speed 10 ft. swim 40 ft.
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 14 (+2)
CHA 16 (+3)
Languages Aquan, Celestial
Amphibious Ice mermaids can breathe air and water.
Darkvision 120ft
Heat Vulnerablilty Fire damage done to an ice mermaid is doubled and they cannot survive more than a few hours in any temperature above 32 degrees and aren't comfortable in any climate above -10 degrees.
Enchanting Song An ice mermaid can spend an action to sing. Any humanoid creature within 60ft that can hear must make a DC16 Charisma Saving throw or be Charmed the the ice mermaid. While charmed, a creature can only take the move action to move as fast as they can toward the source of the song and can take no other actions. As long as the ice mermaid continues this song, the effect stays active. A charmed creature can repeat the saving throw at the end of each of their turns. On a successful save, a creature becomes immune to the Enchanting Song of any ice mermaid for 24 hours. A creature that was charmed does not have any recollection of what happened during that time except the melody.
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