Merfolk
Challenge Rating: 2
Size: Medium
Type: Humanoid
Initiative: +1
Defense
Hit Points: 12 (2HD)
Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Saves: Fort +4 Ref +1 Will +0
Weaknesses: –
Offense
Speed: 5ft, swim 50ft
Base Attack: +2
Melee: Trident +3 melee (1d8+1)
Ranged: heavy crossbow +3 ranged (1d10/19-20)
Special Attacks: Siren’s Song, Fascinating Bulb
Sanity Effects: See Siren’s Song
Statistics
Abilities: STR 13, DEX 13, CON 14, INT 10, WIS 9, CHA 10
Skills: Acrobatics +1, Athletics +1, Awareness +1, Endurance +2, Knowledge +0, Persuasion +0, Spellcraft +0, Survival +0, Thievery +1
Talents: 1 point or recommended: Alertness
Special Qualities: Amphibious, low-light vision, Spell-like abilities – Alter Self
Ecology
Environment: Temperate Aquatic
Organization: Sliver (2-4)
Treasure: Standard
Spell-Like Abilities
3/day— alter self (DC 15 Will)
Alter Self
This ability functions as the spell, but those who encounter an altered merfolk have a Will save (DC15) to see through the illusion. If a person sees the merfolk as its altered self, the merfolk can not use Fascinating Bulb.
Amphibious
Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.
Siren’s Song
The merfolk screeches a horrific discord. A burst of sonic energy radiates from her in all directions. All creatures within the area take 2d6 sonic damage and must succeed at a Sanity Check or suffer 1/1d3 sanity damage. This ability affects a close range radius (25’). Targets become dazed for one round unless they succeed a Fortitude save (DC 12). Other merfolk are naturally resistant to Siren Song.
Fascinating Bulb
A creature who looks at a merfolk must save (DC 14 Will save) or become fascinated by the bulb coming off a merfolk’s head. A creature who is Fascinated stands or sits quietly, taking no actions other than to pay attention to the fascinating effect. The creature takes a -4 penalty on skill checks made as reactions. Any potential threat allows the fascinated creature a new saving throw against the fascinated effect. A fascinated creature’s alley may shake it free of the effect as a standard action. Any creature affected by Fascinating Bulb becomes immune to it for the next 24 hours.