Merfolk are a medium-sized humanoid race with +2 Dex, +2 Con, +2 Cha. They have natural armor of 2, low light vision, amphibious breathing, cold resistance 5, and fast healing 2 while submerged in water. Merfolk can cast Summon Nature's Ally II to summon a water elemental or dolphins instead of the fast healing ability.
Merfolk are a medium-sized humanoid race with +2 Dex, +2 Con, +2 Cha. They have natural armor of 2, low light vision, amphibious breathing, cold resistance 5, and fast healing 2 while submerged in water. Merfolk can cast Summon Nature's Ally II to summon a water elemental or dolphins instead of the fast healing ability.
Merfolk are a medium-sized humanoid race with +2 Dex, +2 Con, +2 Cha. They have natural armor of 2, low light vision, amphibious breathing, cold resistance 5, and fast healing 2 while submerged in water. Merfolk can cast Summon Nature's Ally II to summon a water elemental or dolphins instead of the fast healing ability.
Size: Medium Type: Humanoid (merfolk) Base speed: 20 feet (Swim 30 feet) Languages: Draconic and Merfolk. Can choose: Dwarf, Undercommon, Elven, Sylvan, Common, Goblin, Dwarven Natural armor 2 Legless: Cannot be tripped Low light vision Amphibious: Can breathe air and water Cold resistance 5 Hydrated vitality: Gain fast healing 2 while submerged in fresh or salt water. Max of 2 hit points per level per day Instead of Hydrated vitality, can have: Cast Summon nature’s ally II to summon either a small water elemental or 1d3 dolphins