Merfolk

Sailors speak of beautiful mermaids calling to them to join them. Myths of the merman who left the sea to marry the Queen of the northern kingdoms are still told to children.

This, however, is not the truth behind the merfolk. They are actually monsters, a predatory race of aquatic beings who feed on land dwellers. They use any means possible, altering their appearance to seem beautiful and desirable, or using their strange ghostly light to lure their victims into the depths.

They look like the deep sea fishes that wash up on shore, with large milky eyes and giant mouths filled with transparent teeth. Many a sailor has fallen to the lure of their embrace, only to find themselves torn apart and eaten alive by the object of their desire.

—Etahn

Merfolk

CharacteristicsCV2
StatScore%Speed5’, Swim 50’
STR1260HP28
CON1470Dmg Mod+1d4
SIZ1470AV2
INT1050ClassMonster
ACU1155TypeNavirite (Aquatic)
DEX1260Horror1/1d6
SOC1050TreasureAverage
  • Attack: Trident 65% 1d8+2+dm and Bite 65% 1d6+2+dm
  • Skills: Acrobatics 55%, Athletics 65%, Dodge 55%, Grapple 65%, Hide 60%, Listen 55%, Spot 65%, Stealth 60%, Survival 60%  Swim 85%
  • Special: Amphibious, Disguise, Fascinating Bulb, Song of the Deep, Darkvision, Polymorph
  • Weaknesses: None
  • Habitat: Temperate aquatic, coastlines
  • Encounter: Sliver (2–4)

Amphibious

Merfolk can breathe both air and water, though they rarely venture far from the shoreline. They are powerful swimmers but move slowly and awkwardly on land.

Disguise

Merfolk use their supernatural abilities to conceal their monstrous appearance, taking on the form of an attractive humanoid. A creature interacting closely with a disguised merfolk may make a Difficult Spot check to notice something unnatural about its appearance.

Once a creature sees through the disguise, that merfolk cannot affect it with its Fascinating Bulb until the next day.

Fascinating Bulb

A ghostly bulb extending from the merfolk’s head glows with a hypnotic light used to lure prey closer.

As a Standard Action, the merfolk may target one creature within 30’ that can see the light. The merfolk and target make an opposed Heroic Action using ACU vs. ACU. If the merfolk wins, the target becomes fascinated, standing idle and passive as long as it can see the light.

An obvious threat, taking damage, or an ally attempting to shake the victim from the trance allows another Heroic Action to break free. Once a creature successfully resists or escapes the Fascinating Bulb, it is immune to that merfolk’s lure until the next day.

Song of the Deep

The merfolk drops its alluring facade and unleashes a horrifying, inhuman screech.

All creatures within 25’ take 2d6 sonic damage and must make a 1/1d6 Horror check. Each affected creature must also succeed at a Difficult CON check or become Dazed for 1 round.

Other merfolk are immune to Song of the Deep.

Darkvision

Merfolk are adapted to the darkness of deep water. They can see in extremely dim conditions out to 60’, requiring only the faintest source of light to see.

Polymorph

A merfolk may use Polymorph three times per day, allowing it to assume a humanoid form. This ability is commonly used alongside Disguise to approach settlements, ships, and isolated travelers without revealing the merfolk’s true nature.

Reagents & Remnants

Fascinating Bulb (Reagent)

The bioluminescent organ growing from a merfolk’s head retains a faint supernatural glow after death. Alchemists prize it for enchantments and concoctions involving fascination, attraction, and light.

Value: 75 gp
Harvesting Difficulty: Average

Merfolk Vocal Sac (Reagent)

A tough membrane within the merfolk’s throat that allows it to produce its supernatural Song of the Deep. It is useful in alchemy and magical rituals involving sound, fear, or the sea.

Value: 100 gp
Harvesting Difficulty: Difficult