Homebrew Abyssal Merfolk Species Details

Abyssal depths merfolk live among the Abyssal depths of the ocean, between 10,000 to 20,000 ft under the water's surface. They often have humanoid torsos joined with the lower halves of cephalopods or deep sea fish, such as octopus, squids, lion fish, or sharks. These merfolk typically reside in strange non-euclidean cities built into the walls of abyssal depth trenches, and are very rarely seen on the surface.

Ability Score Increases.

Increase one score by 2 and increase a different score by 1. You can’t raise any of your scores above 20.

Creature Type

You are humanoid.

Size

You are Medium.

Speed

You have a walking speed of 30 feet and a swimming speed 30 ft.

Languages

You can speak, read, and write Common and Undercommon.

Amphibious

You can breathe air and water.

Sea Legs

As a bonus action, you can transform your lower half into that of a cephalopod or deep sea fish, such as octopus, squids, lion fish, or sharks.

Siren Song.

You have proficiency in the Deception and Persuasion skills.

Crushing Depths.

You have cold resistance and are immune to environmental damage from the ocean depths. 

Sea Witch.

You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

Darkvision.

You have Darkvision with a range of 120 feet.

Abyssal Merfolk Traits

Abyssal depths merfolk often have humanoid torsos joined with the lower halves of octopus or squids.

Ability Score Increase

Increase one ability score by 2, and a second ability score by 1. 

Darkvision

You have Darkvision up to 120 feet

Siren Song

You are proficient in Deception and Persuasion.

Languages

You speak, read, and write Common and Undercommon

Sea Witch

You know one cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for it.

 

 

Sea Legs

Sea Legs.

As a Bonus Action you can change your lower half to that of an octopus or other deep sea creature. 

This either grants Natural Weapons or Natural Armor.

Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon.

Natural Armor: Your base AC becomes 13.

Crushing Depths

Crushing Depths.

You have cold resistance and are immune to environmental damage from the ocean depths. 

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