Amphibious. The merfolk can breathe air and water.
Death Roll. If the zombie merfolk moves at least 20 ft. straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked underwater and restrained. If the target is underwater, the zombie merfolk can make one bite attack it as a bonus action.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Zombie Merfolk are aquatic beings that typically live in underground caves that are partially or fully flooded with water. Whilst in the water, they are extremely fast and use this to their advantage, grabbing trespassers either on, in or near the water and pulling them under, similar to a crocodiles death roll, aiming to drown them.
Homebrew Rule: Whilst underwater, spellcasters that's can't breathe can use a spell requiring a verbal component. However, doing so requires them to breathe out, meaning that they can only cast one per +4 to their constitution score (minimum of one). After this, they begin to suffocate.
Aka, a spellcaster with a Constitution score of 10 can only cast 1 spell before suffocating, but a spellcaster with a Constitution score of 14 can cast 2 spells.
Previous Versions
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Coming Soon
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Hi!
I've homebrewed a few monsters for home games but this is the first one (along with perhaps zombie Merrow) that I feel ready to publish. I imagine these creatures as more vicious merfolk, and combined the ideas of merfolk, zombie and crocodile into one! Please let me know what you think!
(updated because D&D Beyond Monster creation is not great.)