Merfolk - The Homebrewery
Merfolk - The Homebrewery
W
hile the mer are known to all who sail warm Merfolk Lore
seas, it is nearly invariably at one remove, a
glimpsed face in the water, a song across the Arcana DC 15: Some merfolk have been said to have some
waves in the dead of night, a slashed net. innate faculty with enchantment and transmutation magics,
Merfolk have learned the hard lesson that able throw sailors off their ships with jets of water or charm
those who ply the sea know only what they them into jumping off willingly.
can take from it, and are wary of being History DC 10: Merfolk are, as a general rule, distrustful of
included under that descriptor. land dwellers, though their curiosity compels them to engage
Merfolk society is complex and varied, spread as it is regardless of their aprehensions. Tools of forged metal,
across the vast oceans of the world, but the most reliable particularly those of metals that do not rust, are prized highly
universal is their distrust and disdain for any who take from by merfolk.
the seas without giving back, who foul water that they are History DC 15: The merrow are an ancestral foe of the
unable or unwilling to breathe, who eat but will not deign to merfolk. Once merfolk themselves, these ogre-like creatures
be eaten. were warped by abyssal energies into their current form, and
delight in tormenting their former kin.
Merfolk Dilettante Tactics Nature DC 15: While merfolk are capable of breathing air, if
Dilettantes usually approach ships alone, attempting to lure their bodies dry out they gradually enter a state of torpor and
eventually death, so forays onto land or ships are kept short
sailors into the water and away from their ships, then steal and purposeful.
something from them while they are drowning and flee. If Religion DC 15: Many gods of the sea enjoy the worship of
attacked in melee, they attempt to steal the attackers weapon merfolk, but Eadro is held most highly, considered by most to
before disengaging and fleeing. be their creator and patron. Merfolk often mark the changing
of seasons and momentous portents with supplications of
Merfolk Current Guide Tactics song and aquatic dance.
Current guides are usually sent to treat with encroachers on
mer territory, to inform them of their trespasses and request Merfolk Wave Warden Tactics
course changes or tribute. In combat, they skirmish in and Wave wardens target creatures near the bow of a ship that
out with their Elusive trait, trying to use Merfolk Curiosity to might be knocked off in either direction with their Laminar
copy Extra Attack or Multiattack ideally. Jet. If hit by return fire, the wave warden hides under a ship
and stabs at it repeatedly with its trident until the ship
Merfolk Secretkeeper acquiesces and changes direction or provides tribute. In
Jana Schirmer water, the wave warden waits to use Laminar Jet until it can
catch at least two creatures in it. If a benthite is present, the
wave warden tries to push creatures into it to trigger the
benthite's Slap Away reaction.
Merfolk Dilettante Merfolk Current
Medium humanoid (merfolk), neutral
Guide
Armor Class 11 Medium humanoid (merfolk), neutral
Hit Points 11 (2d8 + 2)
Speed 10 ft., swim 40 ft.
Armor Class 13
Hit Points 104 (16d8 + 32)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 13 (+1) 15 (+2) 12 (+1) 11 (+0 14 (+2) 17 (+3) 19 (+4) 18 (+4) 15 (+2)
SkillsIntimidation +4, Perception +5, Sleight of Saving Throws. DEX +5, WIS +7, CHA +5
Hand +5, Survival +5 SkillsHistory +7, Nature +10, Perception +7,
Senses Passive Perception 15 Survival +7
Languages Aquan, Common Senses Passive Perception 17
Challenge 5 (1,800 XP) Languages Aquan, Common, Primordial
Challenge 8 (3,900 XP)
Amphibious. The merfolk can breathe air and water.
Amphibious. The merfolk can breathe air and water.
The merfolk may Disengage or Hide as a
Elusive.
Bonus Action while submerged in water. The merfolk may Disengage or Hide as a
Elusive.
Bonus Action while submerged in water.
Actions
Multiattack. The merfolk makes two melee attacks.
Actions
Tail Slap.Melee Weapon Attack: +7 to hit, reach 5
Keelpiercer Trident.Melee Weapon Attack: +6 to hit, ft., one target. Hit: 15 (2d8 + 4) bludgeoning
reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage and the target is pushed 5 ft. away.
damage. On a critical hit against a boat or ship, a
small hole is pierced in the target's hull and the Tidal Rupture (Recharge 5-6). The merfolk sends a
target begins to take on water. 30 ft. wide cone of cavitating watery force out.
Each creature in the area must succeed on a DC 15
Tail Slap.Melee Weapon Attack: +6 to hit, reach 5 Strength saving throw or take 18 (4d8) thunder
ft., one target. Hit: 14 (2d8 + 3) bludgeoning damage and be pushed up to 20 ft. away, or take
damage and the target is pushed 5 ft. away. half as much damage on a success. Then, each
Laminar Jet (Recharge 5-6). The merfolk sends a 30 creature still in the area must repeat the save or
ft. long, 5 ft. wide line of water out. Each creature in take 18 (4d8) bludgeoning damage and be dragged
the line must succeed on a DC 14 Strength saving 20 ft. toward the merfolk.
throw or take 17 (5d6) bludgeoning damage and Seas Phenomenal (1/Year, Concentration). The
be pushed up to 15 ft. away, or take half as much merfolk calls up a terrible storm in 10 mile radius a
damage on a success. that gradually worsens, reaching its peak over the
course of 4 hours. Waves on the surface reach 45
Reactions ft. high, and strong currents beneath the surface
Merfolk Curiosity.When the merfolk sees a creature topple boulders and scour exposed surfaces.
use a nonmagical trait or class feature, the merfolk
can make a Intelligence check with DC equal to 10 Reactions
plus the creature's level or CR. Merfolk Curiosity.When the merfolk sees a creature
On a success, the merfolk can use that trait or class use a nonmagical trait or class feature, the merfolk
feature for the next minute as though it had it. can make a Intelligence check with DC equal to 10
plus the creature's level or CR.
Flow Reversal. When a creature it can see succeeds
on a saving throw against one of the merfolk's On a success, the merfolk can use that trait or class
abilities, the merfolk can force it to succeed on a feature for the next minute as though it had it.
DC 14 Strength saving throw or be pulled up to 15 Slap Away.As a reaction to a creature being forced
feet towards it. to move into the merfolk's reach, the merfolk
makes a tail slap attack against it.
Scintillating Scales. As a reaction to being hit with a
melee attack, the merfolk forces the attacker to
succeed on a DC 15 Wisdom saving throw or be
Charmed and incapacitated until the end of its next
turn, or until it takes any damage.
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Art Credits
Merfolk Secretkeeper by Jana Schirmer
Goblin by
Rae Elderidge