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Merfolk Soldier (CR 4)

XP 1,200
Merfolk Dancer 4
NG Medium Humanoid (Aquatic, Merfolk)
Init +3; Senses Low-light vision; Perception +8


AC 18, touch 16, flat-footed 18 (+3 dex, +3 cha, +2 natural)
hp 30 [48] (4d8+12)
Fort +6, Ref +7, Will +2
Defensive Abilities Evasion, Hard Scale, Legless, Uncanny Dodge; Resist Water 5;


Speed 15 ft., swim 50 ft.
Melee Unarmed +6 (1d10+2) or +1 Trident +11/+9/+6 (1d8+3 1d6+2)
Ranged Light Crossbow +6 (1d8/19-20)
Special Attacks Battle Dance (13 rounds/day), Beguiling Dance (DC 15 Will negates)
Special Abilities Ki Pool (5 pts), Mystic Dances (Desperate Flourish)


Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 18 (cannot be tripped)
Feats Weapon Finesse, Weapon Focus (Trident)
Skills Acrobatics +10, Escape Artist +10, Perception +8, Perform (Dance) +12;
Languages Aquan, Common
SQ AC Bonus, Amphibious, Fleet (+10 ft.), Seasinger, Trident Expert, Unarmed Strike (1d8), Versatile Dance
Gear cure potion (2), trident, light crossbow (underwater), 10 bolts


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.