1st-Level Warrior Merfolk

MapTool Token

Name1st-Level Warrior Merfolk
Sorted NameMerfolk, 1st-Level Warrior
FamilyMerfolk
Size and TypeMedium Humanoid (Aquatic)
Hit Dice Count1
Hit Dice1d8+2 (6 hp)
Random Hit Points1d8+2 - 2
Initiative+1
Speed5 ft. (1 square), swim 50 ft.
Armor Class13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple+1/+2
Attack

Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

Full Attack

Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

Space/Reach5 ft./5 ft.
Special Attacks-
Special Qualities

Amphibious, low-light vision

SavesFort +4, Ref +1, Will -1
AbilitiesStr 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Skills

Listen +3, Spot +3, Swim +9

Feats

Alertness

EnvironmentTemperate aquatic
Challenge Rating1/2
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)

TreasureStandard
AlignmentUsually neutral
AdvancementBy character class
Level Adjustment+1
VersionSRD
SourcesSystem Reference Document
Stat_Block

1st-level warrior merfolk; CR 1/2; Medium humanoid (aquatic); HD 1d8+2; hp 6; Init +1; Spd 5 ft. (1 square), swim 50 ft.; AC 13 (+1 dex, +2 leather), touch 11, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d8+1, trident) or +2 ranged (1d10/19-20, heavy crossbow); Full Atk +2 melee (1d8+1, trident) or +2 ranged (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10

Skills and Feats: Listen +3, Spot +3, Swim +9; Alertness

Merfolk

Merfolk, 1st-Level Warrior
Medium Humanoid (Aquatic)
Hit Dice:
1d8+2 (6 hp)
Initiative:
+1
Speed:
5 ft. (1 square), swim 50 ft.
Armor Class:
13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)
Full Attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
-
Special Qualities:
Amphibious, low-light vision
Saves:
Fort +4, Ref +1, Will -1
Abilities:
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Skills:
Listen +3, Spot +3, Swim +9
Feats:
Alertness
Environment:
Temperate aquatic
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)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
By character class
Level Adjustment:
+1

A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.

Merfolk speak Common and Aquan.

Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level.

Combat

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents.

Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water's edge.

Skills: A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Merfolk Characters

A merfolk's favored class is bard.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20), or Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

feats: ALERTNESS, ,