Excerpted from the Ruins & Rogues Creature Compendium, Fifth Edition, incorporating materials from the Sorcerers & Sabers Interverse Guide.

URBAN MERFOLK
Medium Humanoid, True Neutral


Armor Class: 11
Hit Points: 10 (2d80 + 2)
Speed: 10 ft., swim 40 ft. (natural form) 20 ft. (in disguise)
STR: 10 (+0)
DEX: 13 (+1)
CON: 12 (+1)
INT: 11 (+0)
WIS: 11 (+0)
CHA: 12 (+1)
Skills: Perception +2
Senses: Passive Perception 12
Languages: Common, Merfolk
Challenge: ⅛ (25 XP)


Actions
Amphibious
Like all merfolk, they can breathe air or water, instantly switching between them with no penalty.

Minor Alter Self
Like some other merfolk, they have a limited for of Alter Self that allows them to rapidly switch between their merfolk tail and a pair of humanoid legs. This form can be maintained for up to 10 hours per day as long as it is followed by submergence, or for as long as 6 days at increasing risk with death occurring on the seventh day without submergence in water. Regardless of the amount of submergence, any amount of fresh or salt water beyond a few drops will immediately reverse the effect, which cannot be reapplied until dry.


Descritpion
With the ever-growing pollution and overfishing of the oceans, many coastal merfolk have moved into humanoid settlements for their own safety to avoid becoming bycatch. Most pose as humanoids to avoid detection, using innate abilities developed from centuries of such practices, to avoid prejudice and persecution. Given the nature of their disguise, which is undone with even a small amount of water leaving them vulnerable and exposed, urban merfolk somewhat counterintuitively prefer occupations that are high and dry.

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