Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. They can see in low light as if it were bright light, but they cannot see in the dark. They lose that ability while in human form. If wet while on dry land (e.g from very heavy rainfall, waves hitting the shore etc.), they must try to resist reverting back to normal form. They are also difficult to grapple or restrain, due to their slippery skin. (Advantage on Dex checks against being grappled or restrained.) Subspecies: Siren Sirens are extremely beautiful, compared to other subspecies of Merfolk. They are highly perceptive, deceptive and persuasive. Their voice is magical and they can use it to charm people, cast minor illusions, manifest a minor wonder or a sign of supernatural power, within a range of 9 meters, conjure a whip of thorns, and disguise themselves. With more practice, their voice can be used to implant a suggestion in someone’s mind or hold someone in place. With even more practice, they can conjure a major image or summon a huge tidal wave. With enough practice, they can confuse others and create a terrain illusion. The most powerful sirens can use their songs to mislead people and cause their minds to malfunction. They can also hit up to two creatures in a range of 3 meters with their tails, and perform two melee weapon attacks in a row. They are proficient with spears and tridents. They prefer warm waters. +2 Cha and advantage on performance checks that involve singing. Merrow Long ago, a tribe of Merfolk found a lost idol of Knogaga with writing carved all over it. Not being able to read it, they took it to their spiritual leader. After deciphering the writing, she went completely mad with the knowledge and what it entailed. She had her people perform an extremely dangerous ritual to open a portal to the Realm of the gods, and lead them through the waters of the Poison Steppes in search of more answers. After what seemed like a few years to them, but equalled centuries to the Earthly World, they returned with the precious knowledge that they had gathered there, but at cost. Yes, they knew of Knogaga’s true nature, but their time in the Steppes had forever changed their appearance and how other creatures viewed them. Merrows are described as less beautiful than other forms of merpeople; rather taking a more humanoid, fish-like attribute. They appear as large, ugly, merfolk. They have bluish skin and scales and some have barbels surrounding their mouth. They live in coastal underwater caves where they build shrines to Knomama and keep the knowledge and artifacts they have collected. They carve her idols in rocks and corals to mark their territory and they defend it fiercely. That has not helped their reputation of coastal bullies and bloodthirsty monsters. In actuality, they only eat fish, mollusks and underwater plants. They only attack to defend their territory. They are the only Merfolk who cannot walk on land and they can see in darkness and dim light for 25 meters as if it were bright light. Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks, have resistance to Cold damage and vulnerability to Lightning; successful lightning based attacks are automatic critical hits. They’re also naturally adapted to cold climates. They have proficiency with the trident, halberd, and spear, and they have advantage on Religion checks. Selkie Selkies are fae creatures native to the ocean, and other saltwater areas. They are comfortable in the deep sea and on land. While not necessarily beautiful, they are charismatic, clever, and agile, and are able to shift into their seal form with the use of their sealskin. Selkies are seal-people; they resemble humans when not in their sealskin. They always have hair and eye colours that correspond with their seal form. For example, a Harbor Seal selkie would have a tan to dark brown skin, darker brown or grey hair, and many freckles or beauty marks on their body. Most, if not all Selkies have dark eyes, which again corresponds to their Seal form. Since selkies do mate with humans, however, there can be hints of the human parentage or ancestry in their physical appearance, like red hair or lighter-coloured eyes. Male and female selkies alike are usually lean, as it is hard for this race to put on a lot of muscle mass. Selkies are usually calm unless they are required to fight. Female selkies are often more capable of controlling their emotions, making them natural leaders of the tribes. Male selkies are able to channel their rage in battle, making them great fighters and the like. Selkie men and women are free-spirited and open-minded, but they value and “pod” greatly. (Pod can usually be translated as pack or family. Selkies do not see a lot of difference between male and female, aside from physical. Selkies are mostly present on the shore of tropical islands and coastal regions. Many of them can be found underwater as well. They are almost always nomadic and thus have very little tie to the land in the way that other species might. Selkies always have their sealskin, unless it is taken from them. Selkies have proficiency in light armour, but can also be found wearing medium armour. Most selkies don’t like heavy armour, as it constricts their movement far more than they are comfortable with. They are wise and charismatic, have advantage on athletics and acrobatics checks made in water, and can take the dash action as a bonus action while swimming. +2 Cha and +1 Wis. They are vulnerable to hot climates, have disadvantage on constitution saves in hot climates, and become thirsty in half the required time for humans. However, they gain advantage on constitution saves to resist cold environment. They can hold their breath for a number of minutes equal to 4 times their constitution score. They have superior vision in dark and dim conditions. They can see in dim light within 20 meters of themselves as if it were bright light, and in darkness as if it were dim light. They can’t discern colour in darkness, only shades of gray. Selkies are able to use an action to shift into their seal form with the use of their sealskin once per short or long rest. If their sealskin is lost, stolen, or destroyed, they can no longer use this ability until their sealskin is restored to them. Selkie druids can wild shape one extra time per day.
Languages. Common and the Ancient Language.