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Merfolk Shadowguard (CR 7)

XP 3,200
Merfolk Ninja 7
NG Medium Humanoid (Aquatic, Merfolk)
Init +4; Senses Low-light vision; Perception +12

DEFENSE

AC 24, touch 16; flat-footed 18 (+4 armor, +4 dex, +2 wis, +2 AC bonus, +2 natural)
hp 59 [84] (7d8+28)
Fort +5, Ref +9, Will +4
Defensive Abilities Hard Scale, Legless, Uncanny Dodge; Resist Water 5;

OFFENSE

Speed 5 ft., swim 50 ft.
Melee +1 Katana +9 (1d8+3/18-20), Wakizashi +7/+7 (1d6+1/18-20)
Ranged Light Crossbow +9 (1d8/19-20)
Special Attacks Sneak Attack (+4d6)
Special Abilities Ki Pool (5 pts), Ninjutsu (Ki Blade, Shadow Clone, Sudden Disguise), Poison Use

STATISTICS

Str 14, Dex 18, Con 16, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +7; CMD 18 (cannot be tripped)
Feats Slashing Grace, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Katana)
Skills Acrobatics +15, Bluff +13, Disable Device +15, Escape Artist +15, Intimidate +13, Perception +14, Stealth +15, Swim +13;
Languages Aquan, Common
SQ AC Bonus, Amphibious, Light Steps, Ninja Tricks (Bleeding Attack, Evasion, Fast Stealth), No Trace +2, Seasinger, Trident Expert
Gear cure potion (3), +1 katana, wakizashi, light crossbow (underwater), 10 bolts, chain shirt

SPECIAL ABILITIES

Amphibious (Ex)

Merfolk are amphibious, but prefer not to spend long periods out of the water.

Hard Scale (Ex)

Merfolk have a +2 natural armor bonus.

Legless (Ex)

Merfolk have no legs, and therefore cannot be tripped.

Seasinger (Ex)

The beautiful voices of the merfolk are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of charm and fascinated effect spells.

Trident Expert (Ex)

Merfolk are proficient with tridents.