3e SRD:Merfolk

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Size/Type: Medium Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 5 ft., swim 50 ft.
AC: 13 (+1 Dex, +2 leather)
Attacks: Trident +1 melee; or heavy crossbow +2 ranged
Damage: Trident 1d8; or heavy crossbow 1d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 13
Skills: Listen +4, Spot +4
Feats: Alertness
Climate/Terrain: Temperate aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Merfolk speak Common and Aquan


Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.

Merfolk Characters

A merfolk's favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.

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