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    Merfolk

    Random Merfolk Starting Ages

    Adulthood Intuitive1 Self-Taught2 Trained3
    15 years +1d4 years
    (16 - 19 years)
    +1d6 years
    (16 - 21 years)
    +2d6 years
    (17 - 27 years)

    1 This category includes barbarians, oracles, rogues, and sorcerers.
    2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
    3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

    Random Merfolk Height and Weight

    Gender Base Height Height Modifier Base Weight Weight Modifier
    Male 5 ft. 10 in. +2d10 in.
    (6 ft. - 7 ft. 6 in.)
    145 lbs. +(2d10×5 lbs.)
    (155 - 245 lbs.)
    Female 5 ft. 8 in. +2d10 in.
    (5 ft. 10 in. - 6 ft. 4 in.)
    135 lbs. +(2d10×5 lbs.)
    (145 - 235 lbs.)

    Merfolk have the upper torsos of well-built and attractive humans and lower halves consisting of the tail and fins of a great fish. Their hair and scales span a wide range of hues, with Merfolk in a given region closely resembling each other. Merfolk can breathe air freely but move on dry land only with difficulty, and rarely spend long periods out of water. As a race, Merfolk are insular and distrustful of strangers, but individuals, especially adventuring Merfolk, break the mold and can be quite garrulous. Merfolk concern themselves more with nature and the arts than with morality and ethical debates, and have a strong inclination toward neutral alignments.

    Standard Racial Traits

    • Ability Score Racial Traits: Merfolk are graceful, hale, and beautiful. They gain +2 Dexterity, +2 Constitution, and +2 Charisma.
    • Size: Merfolk are Medium creatures and thus have no bonuses or penalties due to their size.
    • Base Speed (Slow Speed): Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
    • Type: Merfolk are humanoids with the aquatic subtype.
    • Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.

    Defense Racial Traits

    Senses Racial Traits

    • Low-Light Vision: Merfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light.

    Other Racial Traits

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

    Alternate Racial Traits

    The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

    • Darkvision Some Merfolk favor the lightless depths over shallower waters. Merfolk with this racial trait gain darkvision with a range of 60 feet and light sensitivity. This racial trait replaces low-light vision.
    • Seasinger 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 language-dependent spells. This racial trait replaces low-light vision.
    • Strongtail A few Merfolk have broad, strong tails that are more suited for land travel than the typical Merfolk tail. Merfolk with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.

    Favored Class Options

    The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

    Racial Archetype

    The following racial archetype is available to merfolk:

    Racial Feats

    The following feats are available to a merfolk character who meets the prerequisites.