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

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Merrofolk

ability score increase: Your Dexterity increases by 1 and your Intelligence increases by 2
age: Merro have a rather short lifespan compared to their land dwelling neighbors. They reach maturity in their mid teens and live to be around 40-60 years old.
Size: Medium
speed: You cannot walk on land, however your base swimming speed is 30 feet. You can crawl on land using your clawed hands, but this reduces your movement speed to 20 feet
Languages: You can read and write Merro and one other language of your choice, but speaking these languages presents a challenge due to your foreign physiology.
race features:

Merro Names

Originally, Merro names were related via gestures, clicks, and songs. However when they first met land dwelling people, these presented a challenge. Most Merro either go by a bastardized version of their original name, known as a "Ground name", or they adopt one of the names from the surrounding cultures around them.

  • Common Merro Ground Names: Ek'wa, A'a, Íkio, Gia, Í'í, Asawa, Híwe
 

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.

 

Denizen of the Stars

As a native of the Starlit Sea, you can not only breath water, but you are also naturally attuned to the Sea's magic. You can take an action to absorb a fraction of a star cluster to heal your wounds( The amount healed is equal to 1d6 + your proficiency modifier) or use its power to bolster your next attack (The damage done is equal to 1d8+ your proficiency modifier.)

 

Merro-tongue

Creatures that thrive in the deep are quite familiar with your kind. Weak ones in need may come to you for aid or flee from your predatory scent. You are able to understand the body language and intention of most undersea life, and they are able to understand you as well.

 

Land Crawler

Because your natural habitat is the water, Merro engineers have designed something to help themselves keep up with their land-dwelling peers. The land crawlers are 8-foot tall mechanized capsules outfitted with six crab-like legs and claws capable of grasping objects. They are also able to be customized for weapon or spell loadouts. When your Land Crawler's hit points reach 0, any excess damage is transferred to you.


Created by

Camthecreator12.

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