Merfolk are a medium-sized humanoid race with +2 Dex, +2 Con, +2 Cha. They have natural armor of 2, low light vision, amphibious breathing, cold resistance 5, and fast healing 2 while submerged in water. Merfolk can cast Summon Nature's Ally II to summon a water elemental or dolphins instead of the fast healing ability.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0 ratings0% found this document useful (0 votes)
49 views1 page
Merfolk
Merfolk are a medium-sized humanoid race with +2 Dex, +2 Con, +2 Cha. They have natural armor of 2, low light vision, amphibious breathing, cold resistance 5, and fast healing 2 while submerged in water. Merfolk can cast Summon Nature's Ally II to summon a water elemental or dolphins instead of the fast healing ability.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1
Merfolk (16 RP)
Ability Score Modifiers: +2 Dex, +2 Con, +2 Cha
Size: Medium Type: Humanoid (merfolk) Base speed: 20 feet (Swim 30 feet) Languages: Draconic and Merfolk. Can choose: Dwarf, Undercommon, Elven, Sylvan, Common, Goblin, Dwarven Natural armor 2 Legless: Cannot be tripped Low light vision Amphibious: Can breathe air and water Cold resistance 5 Hydrated vitality: Gain fast healing 2 while submerged in fresh or salt water. Max of 2 hit points per level per day Instead of Hydrated vitality, can have: Cast Summon nature’s ally II to summon either a small water elemental or 1d3 dolphins