Merfolk are much like siren in anatomy, having humanoid top features and fish-like bottom features, but they’re humanoid features are refined and have a higher intelligence. Merfolk have thriving civilizations, tool usage, spellcasting abilities and alliances with other cultures.
Medium Aquatic Humanoid Elemental
Hit Points
22
Speed
30 ft
AC
12
Fortitude
12
Reflex
15
Will
14
Str
12 (+1)
Dex
13 (+2)
Con
14 (+2)
Int
15 (+3)
Wis
16 (+3)
Cha
13 (+1)
Immunities. Water damage,
Resistances. Fire damage,
Weaknesses. Earth damage, Lightning damage
Water-breathing. The creature can breathe in water and is unaffected by
.Darkvision. The creature can see in the darkness up to 120 ft.
Spellcasting. The creature is able to learn spells, knowing a number of spells equal to their Intelligence modifier and may cast each spell a number of times equal to their Wisdom modifier until the end of the encounter.
Actions
Trident (Dex). +5 to hit AC. 1d8+2 Piercing damage.
Spells. Ice Shard, Jet, Voices of Nature.