View Full Version : D&D 5e/Next Deepwater Merfolk (Race) PEACH

2015-02-18, 06:55 PM
This is probably not the most balanced thing ever, but if anyone wants a drow-analog for underwater campaigns I think it's pretty cool.

Ability Scores: +1 to Dex, Con and Cha. Deepwater merfolk are swift and vital, and have a mesmerizing glow to them.
Size: Medium
Speed: 10/Swim 40
Alignment: Any non-good
Languages: Common, Aquan
Amphibious: Can breathe both air and water
Natural Weapons: 2 claws (1d4), bite (1d6)
Senses: Darkvision 60
Light Sensitivity: Disadvantage to Perception and attack rolls when self or target is in sunlight. (Clear, shallow water counts as sunlight during daytime. Deep (+200 feet) or very muddy water does not.)
Air Sensitivity: Can go without immersion in water for 6 hours. After 6th hour, Con save vs. suffocation once per hour spent without submerging in water.
Resistances: Resistant to cold.
Immunities: Immune to high pressure

Names: Skeelah, Ayakish, Gibwathi, Adurakee, Skrashleek
Description: Deepwater merfolk, also known as anglermaids, are a race of carnivorous merfolk that dwell in the lightless depths of the sea. They tend to have blank, pearly white eyes, light green or blue hair and skin in fish-belly white shades with black or midnight blue scales. Small lights and/or lures cover their bodies, shining enticingly enough to offset their long, sharp nails and shark-like teeth.