|Merfolk, 1st-Level Warrior|
|Size/Type:||Medium Humanoid (Aquatic)|
|Hit Dice:||1d8+2 (6 hp)|
|Speed:||5 ft. (1 square), swim 50 ft.|
|Armor Class:||13 (+1 Dex, +2 leather), touch 11, flat-footed 12|
|Attack:||Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)|
|Full Attack:||Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Amphibious, low-light vision|
|Saves:||Fort +4, Ref +1, Will -1|
|Abilities:||Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10|
|Skills:||Listen +3, Spot +3, Swim +9|
|Organization:||Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)|
|Advancement:||By character class|
A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.
Merfolk speak Common and Aquan.
Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents.
Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.
A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
A merfolk’s favored class is bard.