Merfolk Seasage (5e Creature)

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Merfolk Seasage

Medium humanoid (merfolk), neutral


Armor Class 12 (16 with barkskin)
Hit Points 39 (6d8 + 12)
Speed 10 ft. (20 ft. with longstrider), swim 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 12 (+1) 15 (+2) 13 (+1)

Saving Throws Int +3, Wis +4
Skills Animal Handling +4, Nature +3, Perception +4
Senses passive Perception 14
Languages Aquan, Common, Druidic
Challenge 1 (200 XP)


Amphibious. The merfolk can breathe air and water.

Spellcasting. The merfolk is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): air slash, druidcraft, resistance
1st-level (4 slots): healing word, longstrider*, speak with animals, thunderwave
2nd-level (3 slots): barkskin*, misty step

*The merfolk casts these spells on itself before combat.

ACTIONS

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.


With their druidic mastery over aquatic beasts and air currents, seasages are highly respected among merfolk communities, and are often sought for guidance. Their influence over underwater fauna makes them invaluable in hunting parties. In lieu of properly trained soldiers, a seasage's magical prowess may render it a tribe's first line of defense against aggressors as well.

Thanks to some mobility-enhancing spells, a seasage is one of the few merfolk capable of moving and fighting effectively above water.


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