Merfolk
Medium Humanoid (Aquatic) — CR 1
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
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.