Merfolk WarriorCR 1/2

Usually N Medium Humanoid (Aquatic)

Init +1; Senses low-light vision; Listen +3, Spot +3

Languages Common, Aquan

AC 13, touch 11, flat-footed 12
(+1 Dex, +2 leather)

hp 6 (1 HD)

Fort +4, Ref +1, Will −1

Speed 5 ft., swim 50 ft.

Melee Trident +2 (1d8+1)

Ranged Heavy crossbow +2 (1d10/19-20)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +2

Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10

SQ amphibious

Feats Alertness

Skills Listen +3, Spot +3, Swim +9

Advancement By character class

Level adjustment +1

Amphibious (Ex) Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water's edge.

Skills A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.