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Ghoulish Merfolk

Medium undead, chaotic evil

Armor Class 16 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Saving Throws Wisdom +4
Skills Athletics +6, Perception +4, Stealth +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Aquan and Common but can’t speak
Challenge 5 (1,800 XP)

Special Traits

  • Aura of Rotting Fish. Any creature that starts its turn within 5 feet of the ghoulish merfolk must succeed on a DC 12 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the start of its next turn.
  • Turn Resistance. The ghoulish merfolk has advantage on saving throws against any effect that turns undead.
  • Undead Nature. The ghoulish merfolk doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The ghoulish merfolk makes one Bite attack and two Spear attacks. It can make one Claw attack in place of its two Spear attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene