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Merfolk White Mage (CR 1)

XP 400
Merfolk White Mage 1
NG Medium Humanoid (Aquatic, Merfolk)
Init +2; Senses Low-light vision; Perception +6

DEFENSE

AC 14, touch 12; flat-footed 12 (+2 dex, +2 natural)
hp 6 [9] (1d6+3)
mp 6
Fort +2, Ref +2, Will +4
Defensive Abilities Hard Scale, Legless; Resist Water 5;

OFFENSE

Speed 5 ft., swim 50 ft.
Melee Trident +1 (1d8+1/19-20)
Ranged Water Power Staff +2 (1d6+1 water)
Spells Known (White Mage CL 1st, Concentration +3)

At will (DC 16) – Alleviate, Daze, Guidance, Holy Orb
1st (DC 17) – Blind, Cure, Dia, Heal, Mage Armor

STATISTICS

Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 13 (cannot be tripped)
Feats Extra MP
Skills Perception +6, Spellcraft +4;
Languages Aquan, Common
SQ Amphibious, Seasinger, Spell Proficiency, Trident Expert, White Magery (Spell Mastery)
Gear cure potion (1), water power staff, trident

SPECIAL ABILITIES

Amphibious (Ex)

Merfolk are amphibious, but prefer not to spend long periods out of the water.

Hard Scale (Ex)

Merfolk have a +2 natural armor bonus.

Legless (Ex)

Merfolk have no legs, and therefore cannot be tripped.

Seasinger (Ex)

The beautiful voices of the merfolk are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of charm and fascinated effect spells.

Trident Expert (Ex)

Merfolk are proficient with tridents.