Merfolk

Merfolk are among the best known and yet the least understood of the aquatic races. Folklore is filled with stories of merfolk: legends of beautiful merfolk falling in love with humans, or ship crews saved from storms by friendly bands of the creatures. Among land dwellers, merfolk are almost-legendary figures of impossible beauty and magic. In reality, merfolk are secretive and prone to intense xenophobia. They value their privacy and are more likely to react to surfacers with aggression than with friendship or passion. Merfolk communities guard their territories ruthlessly. They may warn away ships and travelers who seem nonthreatening or genuinely lost, but if trespassers appear hostile, merfolk attack first.
  Merfolk have the upper bodies of graceful humanoids with fine, delicate features. Their skin can be deep, warm shades of brown, lighter shades of tan and gold, or very pale tones of peach and white. Merfolk have the lower body of a great fish, with a long tail ending in powerful fins to aid with swimming. Merfolk scales are iridescent and grow in many colors, most commonly the green and blue shades of the sea. Like many fish, merfolk have darker scales on their backs and lighter ones on their undersides, which helps mask their presence from creatures below them in the water.   Although many surfacer myths about merfolk are untrue, one bears out: most merfolk are genuinely gifted musicians.   Merfolk might experiment with a harp or woodwind, particularly one discovered on a wrecked ship or stolen from a seaside community, but many merfolk are practiced singers. Merfolk voices naturally and lightly span ranges that would make human bards envious, and their songs travel far underwater or across the surface of the sea.

5e Racial Stats

  • Ability Score Racial Traits: A merfolk increases either their Dexterity or Charisma score by 2, and one other ability score of their choice by 1.
  • Type: Merfolk are humanoids with the aquatic subtype.
  • Size: Merfolk are medium.
  • Speed: Merfolk have a base speed of 20ft.
  • Languages: You can speak, read, and write Common, Aquan, and Nein.

Amphibious (2) (Ex)

You can breathe air and water.

Cold Blooded (x) (Ex)

Merfolk are cold-blooded, they cannot be detected by thermal vision; however, they are especially susceptible to the environment around them, they suffer Disadvantage on any Environmental cold or heat effects, and are Vulnerable to damage caused by Environmental cold or heat effects. Resistance to either Cold or Fire, cancels out the Environmental vulnerability of that environment. Natural resistance to one of these environments negates that environment's penalties.

Darkvision (x) (Ex)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dweller of the Depths (2) (Ex)

Adapted to even the most extreme ocean depths, you have resistance to cold damage; additionally, you are immune to Environmental pressure effects caused by a deep, underwater environment.

Natural Armor (x) (Ex)

You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Natural Swimmer (x) (Ex)

A merfolk gains a swim speed of 50 feet.

Ocean Born (1) (Ex)

You have advantage on any Acrobatics checks and Dexterity saving throws while fully submerged in water, as well as on Nature checks that involve the ocean.

Siren Song (Ma)

Merfolk gain proficiency in the Performance skill, and they have advantage on Performance checks against those attracted to them; in addition, they can cast the spells Charm Person and Sea Legs once, regaining each spells use after completing a short or long rest, their spellcasting ability modifier for these spells is Charisma.

Slippery (1) (Ex)

You have advantage on Dexterity (Acrobatics) checks against being grappled and saving throws to avoid being restrained.  

Alternate Traits

  • Sea Singer (1) (Su): The beautiful voices of the merfolk are legendary, you have honed this art into your spellcasting. You increase the DC of any verbal component mind-affecting spell that you cast by 1. This trait replaces the Slippery Trait.
  • Strong Tail (1) (Ex): Some merfolk have strong tails that allow them to move on land faster than their more agile kind, these merfolk have a walking speed of 30ft, and a swim speed equal to their walking speed.

Basic Information

Growth Rate & Stages

Adulthood Intuitive Self-Taught Trained
15 years +1d4 years (16 - 19 years) +1d6 years (16 - 21 years) +2d6 years (17 - 27 years)
 
 
Young Middle Age Old Venerable Maximum Age
under 10 years 35 years 53 years 70 years 70 + 2d20 years
Average Physique
Gender Base Height Height Modifier Weight Weight Modifier
Female 5' 8" +2d10" (5’ 10" – 7’ 4") 135lb. +2d10*5lb. (145 – 235lb.)
Male 5' 10" +2d10" (6’ 0" – 7’ 6") 145lb. +2d10*5lb. (155 – 245lb.)

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