Results 1 to 1 of 1
Thread: Deepwater Merfolk (Race) PEACH
-
2015-02-18, 06:55 PM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Far Realm
- Gender
Deepwater Merfolk (5e Race) PEACH
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.
Spoiler: Picture
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.Last edited by GuesssWho; 2016-10-23 at 12:55 PM.
Cthulhu fhtagn R'lyeh!
Degeneration 91
Homebrew:
Anglermaids
Wendigo Race
-Complicated Wendigo Race
False Hydra (Goblin Punch)