Merfolk

Medium Humanoid (Aquatic) — CR 1

()Updated 3.5

Merfolk is a D&D 3.5 monster from —. CR 1, HD 1d8+2 (6 hp).

Hit Dice
1d8+2 (6 hp)
Initiative
+1
Speed
land 5 ft, 5 ft., swim 50 ft.
Base Attack / Grapple
+1/+2
Attack
Trident +2 melee; or heavy crossbow +2 ranged
Full Attack
Trident +2 melee; or heavy crossbow +2 ranged
STR
13
DEX
13
CON
14
INT
10
WIS
9
CHA
10
Fort / Ref / Will
+4 / +1 / +1
Challenge Rating
1
Alignment
Usually neutral
Organization
Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Treasure
Standard
Level Adjustment
+1

Feats

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Description

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.