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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Humanoid (Aquatic)|
|Hit Dice:||1d8+1 (5 hp)|
|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 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|
|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)|
|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.
A merfolk's favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.
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