Merfolk (Article Race)

:For other Merfolk, see Merfolk (disambiguation).
==Merfolk (Dragon Magazine #250)==
Since merfolk can barely move on land and suffocate quickly, they are not suited to regular, land-based campaigning. They work best as NPCs. PC merfolk are possible only in an underwater campaign.
Ability Score Adjustments. Merfolk have no ability score adjustments.
 Ability Score Range
Ability 	Minimum	Maximum
Strength 	3 	18
Dexterity 	3 	18
Constitution	3 	18
Intelligence	3 	18
Wisdom 	3 	18
Charisma 	3 	18
 Class Restrictions
Class 	Maximum Level
Warrior 	
Fighter 	12
Ranger 	—
Paladin 	—
Wizard 	
Mage 	—
Illusionist 	—
Priest 	
Cleric 	—
Druid 	—
Shaman 	3
Witch Doctor	—
Specialty* 	7
Rogue 	
Thief 	—
Bard 	9 (female only)
: * Merman specialty priests worship Eadro, described in Monster Mythology.
Hit Dice. PC merfolk receive hit dice by class.
Alignment. Merfolk tend toward neutrality. PC merfolk may be of any alignment.
Natural Armor Class. 7
Background. Merfolk are the most common of the aquatic humanoid races, found throughout temperate ocean waters. They have the upper torso of a human, with light skin and brown hair. Below the navel, their bodies taper into a long, fish-like tail covered with green to silver scales.
Merfolk live in sedentary communities, dwelling in passages carved into cliffs or coral reefs. They herd fish and hunt larger fishes, and they are fiercely protective of their territory. They are generally not friendly with surface. dwellers or other aquatic races, keeping to themselves and refusing trade.
Languages. Merman, locathah, common.
Roleplaying Suggestions. While the locathah are almost druidic in their concern for balance, merfolk are neutral because they are so insular. They do not care about good or evil; they care only about their communities and their race, and they prefer to be left alone. Merfolk adventurers are often frustrated by this head-in-the-sand attitude and leave their communities to face threats or explore regions that their kinsfolk would prefer simply to ignore.
Mermaids, by far the more creative gender, are more likely to leave their villages, at least in part to escape their menial role in merfolk society.
Special Advantages. Merfolk swim at a rate of 18. They have no movement or attack penalties when in water and receive swimming as a bonus proficiency. Merfolk breathe water.
Special Disadvantages. Merfolk can barely move on land, inching along at a rate of 1. After an hour out of the water, merfolk begin to dehydrate, losing 2 hit points per hour. Immersion in water stops this process but does not restore lost hit points.
Merfolk suffer double damage from fire and are instinctively terrified of it.
Monstrous Traits. Monstrous appearance, bestial fear.
Superstitions. Merfolk fear fire.
Weapon Proficiencies: Crossbow, trident, javelin.
Nonweapon Proficiencies: Alertness, animal handling, animal lore, animal training (fish), bowyer/fletcher, danger sense, direction sense, gaming, hunting, local history, mining, religion, survival (aquatic). 
* Females only: Artistic ability (shell carving, tapestry weaving), chanting, poetry, singing, weaving.
Available Kits: (Warrior) tribal defender, (priest) shaman, oracle, wandering mystic, (rogue) humanoid bard.
Average Height and Weight: Height: 60/54 + 1d12. Weight: 145/80 + 8d10.
Age: Starting Age: 15+ 1d4. Maximum Age Range: 90+2d20. Average Maximum Age: 110. Middle Age: 45 years. Old Age: 60 years. Venerable: 90 years.
Maximum Functioning Depth: 1,100 feet.
Vision: x2
Category:Dragon Magazine Race Articles