Merfolk | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Merfolk

Down below the deep waves dwell the Merfolk. The Merfolk are not strangers to the other races of the worlds but very few are often seen in the world due to their love of the open ocean. Merfolk feel most comfortable with their tails out because of the level of speed they can achieve with it, but have the ability to change to legs if standing seems more useful at the time. Merfolk live in harmony with the ocean, constructing cities and settlements with giant pathways so that larger ocean-dwellers can pass through unscathed.
ability score increase: Your Constitution score increases by 2, and your Charisma score increases by 1.
age: Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 150 years.
alignment: Most Merfolk are neutral, living in close harmony with nature.
Size: Medium
speed:
Languages: You can speak, read, and write Aquan, Merfolk and Pure Common.
race features:
Amphibious: You can breathe air and water.   Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Form Shift: You can spend a bonus action to change between a Merfolk form, or a nearly identical land-dwelling form that includes legs instead of a tail. You can change back using another bonus action. While in Merfolk form, your walking speed becomes 10ft and swimming speed becomes 40ft. While in land form, your walking speed becomes 30ft and swimming speed becomes 20ft, and you carry an item such as a seafoam shawl, or coral necklace that allows you to switch back to your Merfolk form. If you lose this item, you must replace it before you can change back again.   Mask of the Seas: While in or near the water you can attempt to hide even when you are only lightly obscured by foliage, mud clouds, stone or other natural objects and phenomena.   Merfolk Weapon Training: You have proficiency with the net, spear, and trident.   Slippery: You have advantage on Dexterity (Acrobatics) checks against being grappled and saving throws to avoid being restrained.   Underwater Capability: Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks. While underwater you have darkvision, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Created by

Lord Mcberry.

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