The merfolk of the Serpent's Teeth have been at war with the sahaugin since time immemorial. In the last few years, the sea-devils finally decimated the merfolk enough that the few survivors left the area. They have found a new home near Gorilla Island, under the leadership of the Sushandrali, daughter of the previous chieftainess, Maladara.
Approximately fifty merfolk (Bestiary 204) and a dozen dolphins (Bestiary 88) make their home in a coral reef a mile or two away from Dawn Point. They are led by 3 merfolk sergeants (3rd-level fighters), Melusina (5th-level cleric), Spironel (5th-level rogue), Therandol (8th-level ranger), and Sushandrali (8th-level sorcerer).
MERFOLK SERGEANT (CR 2)
XP 600
Male or female merfolk fighter 3
N Medium humanoid (aquatic)
Init +2; Senses low-light vision; Perception +7
Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge. +2 natural)
hp 33 (3d10+12)
Fort +6, Ref +3, Will +2; +1 vs. fear
Defensive Abilities bravery +1
Offense
Speed 5 ft., swim 50 ft. (swim 35 ft. in armor)
Melee masterwork trident +7 (1d8+2)
Ranged underwater heavy crossbow +5 (1d10/19-20)
Statistics
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 18 (can't be tripped)
Feats Dodge[B], Mobility, Skill Focus (Perception), Weapon Focus (trident)[B]
Skills Perception +7, Swim +14
Languages Aquan, Common
SQ amphibious, armor training 1
Combat Gear +1 monstrous humanoid bane bolts (2), potion sponge (Advanced Race Guide 177) of cure moderate wounds; Other Gear masterwork breastplate, masterwork trident, underwater heavy crossbow (Advanced Race Guide 195) with 20 bolts
MELUSINA (CR 4)
XP 1,200
Female merfolk cleric 5
N Medium humanoid (aquatic)
Init +0; Senses low-light vision; Perception +3
Defense
AC 19, touch 10, flat-footed 19 (+7 armor, +2 natural)
hp 36 (5d8+10)
Fort +6, Ref +1, Will +7
Offense
Speed 5 ft., swim 50 ft. (swim 35 ft. in armor)
Melee masterwork trident +5 (1d8+1)
Ranged underwater light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy (8/day, 3d6, DC 15)
Domain Spell-Like Abilities (CL 5th; concentration +8 [+12 casting defensively])
At will--lore keeper (melee touch +14, Knowledge result 23)
6/day--calming touch (heal 1d6+5 nonlethal, removes fatigued, sickened, and shaken)
Cleric Spells Prepared (CL 5th; concentration +8 [+12 casting defensively])
3rd--dispel magic, prayer[D], summon monster III
2nd--hold person (DC 15), shield other[D], silence (DC 15), spiritual weapon [trident]
1st--bless[D], divine favor, entropic shield, sanctuary (DC 14), shield of faith
0 (at will)--guidance, light, resistance. stabilize
D domain spell; Deity Eadro/Nodens; Domains Community, Knowledge
Statistics
Str 12, Dex 10, Con 15, Int 10, Wis 16, Cha 16
Base Atk +3; CMB +4; CMD 14 (can't be tripped)
Feats Combat Casting, Extra Channeling, Selective Channeling
Skills Diplomacy +10, Heal +11, Knowledge (religion) +8, Swim +7
Languages Aquan, Common
SQ amphibious, aura
Combat Gear wand of magic weapon (25 charges); Other Gear +1 breastplate, masterwork trident, underwater light crossbow (Advanced Race Guide 195) with 10 bolts, silver holy symbol, pair of platinum rings (50 gp, shield other foci)
SPIRONEL (CR 4)
XP 1,200
Male merfolk rogue (swashbuckler) 5 (Advanced Player's Guide 135)
N Medium humanoid (aquatic)
Init +8; Senses low-light vision; Perception +9
Defense
AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 natural)
hp 36 (5d8+10)
Fort +2, Ref +8, Will +2; +1 vs. fear
Defensive Abilities daring +1, evasion, uncanny dodge
Offense
Speed 5 ft., swim 50 ft.
Melee masterwork shortspear +8 (1d6+1) or
masterwork armor spikes +8 (1d6+1) or
masterwork shortspear +6 (1d6+1) and masterwork armor spikes +6 (1d6)
Ranged masterwork underwater light crossbow +8 (1d8/19-20)
Special Attacks sneak attack +3d6
Statistics
Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 10
Base Atk +3; CMB +4; CMD 19 (can't be tripped)
Feats Combat Expertise, Improved Feint, Improved Initiative, Two-Weapon Fighting[B], Weapon Finesse[B]
Skills Acrobatics +13, Bluff +8, Escape Artist +12, Knowledge (local) +10, Perception +9, Perform (dance) +8, Profession (fisherman) +9, Sense Motive +9, Stealth +12, Swim +9
Languages Aquan, Common, Draconic, Elven
SQ amphibious, martial training (armor spikes), rogue talents (combat trick, finesse rogue)
Combat Gear potion sponge (Advanced Race Guide 177) of cure moderate wounds; Other Gear +1 studded leather with masterwork armor spikes, masterwork shortspear, masterwork underwater light crossbow (Advanced Race Guide 195) with 20 bolts
THERANDOL (CR 7)
XP 3,200
Male merfolk ranger (wave warden) 8 (Advanced Race Guide 174)
N Medium humanoid (aquatic)
Init +3 (+7 on or under water); Senses low-light vision; Perception +13 (+17*)
Defense
AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +! dodge. +2 natural)
hp 64 (8d10+16)
Fort +8, Ref +9, Will +4
Offense
Speed 5 ft., swim 50 ft. (swim 35 ft. in armor); seaborn
Melee +1 trident +13/+8 (1d8+4)
Ranged +1 underwater light crossbow +12/+7 (1d8+1/19-20)
Special Attacks favored enemy (animals +2, monstrous humanoids +4)
Spell-Like Abilities (CL 8th; concentration +10th)
1/day--summon nature's ally III (aquatic or water subtype only)
Ranger Spells Prepared (CL 5th; concentration +7)
2nd--hunter's eye (Advanced Player's Guide 228), slipstream (Advanced Player's Guide 244)
1st--aspect of the falcon (Advanced Player's Guide 203), charm animal (DC 13)
Statistics
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +8; CMB +11; CMD 25 (can't be tripped)
Feats Dodge[B], Endurance[B], Mobility, Point Blank Shot, Precise Shot, Rapid Reload (light crossbow), Spring Attack[B]
Skills Handle Animal +11, Heal +7, Knowledge (geography) +7, Knowledge (nature) +11, Perception +13 (+17 to notice creatures udnerwater), Stealth +12, Survival +13, Swim +13
Languages Aquan, Common
SQ amphibious, favored terrain (water +4), hunter's bond (animal companion: giant moray eel), wild empathy (+8)
Combat Gear pearl of power (1st level), wand of cure light wounds (20 charges), wand of magic fang (20 charges); Other Gear +1 dragonhide hide armor [sea drake], +1 trident, +1 underwater light crossbow (Advanced Race Guide 195) with 20 bolts, divine focus (sea drake tooth)
Gulper
Male giant moray eel animal companion
N Medium animal (aquatic)
Init +7; Senses low-light vision; Perception +6
Defense
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 40 (5d8+18) [includes +8 for Therandol's favored class bonus]
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
Offense
Speed swim 30 ft.
Melee bite +6 (1d8+4 plus grab)
Statistics
Str 16, Dex 17, Con 12, Int 1, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 19 (can't be tripped)
Feats Improved Initiative, Stealthy, Toughness
Skills Escape Artist +6, Perception +6, Stealth +10, Swim +11
SQ link, share spells
SUSHANDRALI (CR 7)XP 3,200
Female merfolk sorcerer 8
N Medium humanoid (aquatic)
Init +7; Senses low-light vision; Perception +1
Defense
AC 18, touch 15, flat-footed 14 (+1 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural); [AC 21, touch 15, flat-footed 17 with mage armor (+4 armor)]
hp 30 (8d6)
Fort +2, Ref +5, Will +7
Resist cold 10
Offense
Speed 5 ft., swim 50 ft.
Melee masterwork spear +5 (1d8/x3)
Special Attacks bloodline arcana (change energy spells to cold)
Bloodline Spell-Like Abilities (CL 8th; concentration +13 [+17 casting defensively])
8/day--elemental ray (range 30 ft., ranged touch +7, 1d6+4 cold)
Sorcerer Spells Known (CL 8th [12th with water spells]; concentration +8th; concentration +13 [+17 casting defensively]; melee touch +4, ranged touch +7)
4th (4/day)--dragon's breath (DC 19, or DC 20 cold) (Advanced Player's Guide 217)
3rd (6/day)--aqueous orb[W] (DC 18) (Advanced Player's Guide 202), elemental aura (DC 18, or DC 19 cold) (Advanced Player's Guide 218), protection from energy
2nd (7/day)--eagle's splendor, scorching ray (cold damage), touch of idiocy, web (DC 17)
1st (7/day)--burning hands (cold damage; DC 17), hydraulic push[W] (CMB +17) (Advanced Player's Guide 228), identify, mage armor, magic missile, marid's mastery[W] (Advanced Player's Guide 217 [undine spell])
0 (at will)--acid splash, arcane mark, detect magic, disrupt undead, light, mending, prestidigitation, read magic
Bloodline elemental (water); [W] water spell
Statistics
Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 20 [18]
Base Atk +4; CMB +4; CMD 19 (can't be tripped)
Feats Combat Casting, Dodge, Elemental Focus (cold) (Advanced Player's Guide 158), Empower Spell[B], Eschew Materials[B], Improved Initiative
Skills Bluff +12, Craft (TBD) +7, Knowledge (arcana) +13, Knowledge (planes) +9, Linguistics +4, Perform (sing) +9, Spellcraft +13, Swim +8
Languages Aboleth, Aklo, Aquan, Common, Draconic, Elven
SQ amphibious
Combat Gear potion sponges (Advanced Race Guide 177) of cure light wounds (2); Other Gear bracers of armor +1, ring of protection +1, masterwork spear, bandages of rapid recovery (Advanced Player's Guide 301), headband of alluring charisma +2, mother of pearl comb (45 gp). small silver mirror (40 gp)