Merfolk

Merfolk

Challenge Rating: 2

Size: Medium

Type: Humanoid

Initiative: +1

 

Defense

Hit Points: 12 (2HD)

Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12

Saves: Fort +4 Ref +1 Will  +0

Weaknesses: –

 

Offense

Speed: 5ft, swim 50ft

Base Attack: +2

Melee: Trident +3 melee (1d8+1)

Ranged:  heavy crossbow +3 ranged (1d10/19-20)

Special Attacks: Siren’s Song, Fascinating Bulb

Sanity Effects: See Siren’s Song

 

Statistics

Abilities: STR 13, DEX 13, CON 14, INT 10, WIS 9, CHA 10

Skills: Acrobatics +1, Athletics +1,  Awareness +1, Endurance +2, Knowledge +0, Persuasion +0, Spellcraft +0, Survival +0, Thievery +1

Talents: 1 point or recommended: Alertness

Special Qualities: Amphibious, low-light vision, Spell-like abilities – Alter Self

Ecology

Environment: Temperate Aquatic

Organization: Sliver (2-4)

Treasure: Standard

 

Spell-Like Abilities

3/day— alter self (DC 15 Will)

 

Alter Self

This ability functions as the spell, but those who encounter an altered merfolk have a Will save (DC15) to see through the illusion. If a person sees the merfolk as its altered self, the merfolk can not use Fascinating Bulb.

 

Amphibious

Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.

 

Siren’s Song

The merfolk screeches a horrific discord. A burst of sonic energy radiates from her in all directions. All creatures within the area take 2d6 sonic damage and must succeed at a Sanity Check or suffer 1/1d3 sanity damage. This ability affects a close range radius (25’). Targets become dazed for one round unless they succeed a Fortitude save (DC 12). Other merfolk are naturally resistant to Siren Song.

 

Fascinating Bulb

A creature who looks at a merfolk must save (DC 14 Will save) or become fascinated by the bulb coming off a merfolk’s head.  A creature who is Fascinated stands or sits quietly, taking no actions other than to pay attention to the fascinating effect. The creature takes a -4 penalty on skill checks made as reactions. Any potential threat allows the fascinated creature a new saving throw against the fascinated effect. A fascinated creature’s alley may shake it free of the effect as a standard action. Any creature affected by Fascinating Bulb becomes immune to it for the next 24 hours.

 

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