Merfolk Hunter (5e Creature)
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Medium humanoid (merfolk), neutral
Armor Class 14 (hide armor)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Amphibious. The merfolk can breathe air and water.
Keen Hearing and Sight. The merfolk has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Multiattack. The merfolk makes two ranged attacks with its javelins.
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained by netting. As an action, the restrained target can make a DC 10 Strength check, bursting the net on a success. The net can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).
Merfolk primarily hunt with clubs, javelins and nets, using nets to catch prey, then approaching and using clubs to bludgeon it to death, or by hurling javelins. Archery is of little use underwater, so in merfolk society, javelins perform many of the same roles that bows do above water. These hunting methods are easily adapted to warfare, as there is little difference between ensnaring a large fish and a human soldier, and most land-dwelling races have a hard enough time traversing water unencumbered, let alone when caught in a net.
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