Merfolk Warrior
Creature 1 — aquatic, humanoid, merfolk
FlankerSniperLANDAQUATICaquatichumanoidmerfolk
Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force. Elegant, mysterious, and graceful; all this and more can be said of merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion's oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber an
Source: pathfinder-monster-core
Perception +6; low-light-vision
Languages common, thalassic
Skills athletics +5 (+7 to Swim), medicine +4
Str
+2
Dex
+4
Con
+1
Int
+1
Wis
+1
Cha
+0
Items Trident (2)
AC 18
Fort +6
Ref +9
Will +4
HP 19
Speed 5 feet, swim 30 feet
Offense
Melee Trident +7, Damage 1d8+2 piercing
Ranged Trident (thrown-20) +9, Damage 1d8+2 piercing
Abilities
Aquatic Dash — The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike at the end of their movement, or Swim once and Strike at any point during their movement.
WORKS WELL WITH
AnvilAQUATICA durable frontline in the water holds attention while the warrior darts in and out with Aquatic Dash.
SnareAQUATICA controller that limits movement in the water lets the warrior land its thrown trident more reliably.
WeaverAQUATICA caster providing underwater battlefield control extends the tempo advantage the warrior's mobility creates.
PUNISHES
✖ standing still✖ land-bound tactics✖ melee reliance
Loses most of its mobility advantage outside of water, since its land Speed is negligible.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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