Mermaids - Revision


Homebrew and House Rules


As I've said in a previous post, monster creation is not my strong point. However, I've recently decided to flesh out some concepts for creatures native to my campaign setting.

One of which follows and is a revision of the mermaid to match that of a b-movie I've been fond of for some time (She-Creature). The "base" or standard mermaid follows, which I figured I'd get evaluated before moving on to the "pod leader".

In essence, mermaids subsist on a diet of intelligent humanoids, often human sailors. I'm considering removing the captivating song and granting that to the pod leader only.

Mermaids, Sorilian.

Constructive comments and criticisms are welcome.


I think they should have the aquatic type and the ability to breath water, instead of having the hold breath trait. Unless you specifically want it that way.


Pretty metal, dude.

If I was gonna make a Mermaid, and make her actually a monster and a threat? I'd make her -fast-. I'd bump that swim speed up to 70 or something, and I'd give her a special attack where if she's below the target, she can torpedo up at that person, make a grapple, and then make a bite attack, all at the same time. Give her some sort of poison if she makes that bite, that paralyzes the target and makes manipulating them underwater child's play.

I'd also make them absolutely, 100% unwilling to do a fair fight, instead just wanting to nab the 'easiest' member of the party and swim away with their meal.

But that's just me.


Yora wrote:
I think they should have the aquatic type and the ability to breath water, instead of having the hold breath trait. Unless you specifically want it that way.

The "really, really rough draft" had them subtyped as aquatic, but I ultimately altered this to reflect as much of the movie as possible (at least what I was able to extrapolate from the brief scenes with the mermaids). Additionally, while they'll be able to cross vast expanses of ocean in times of dire need (i.e. in case of diminished food sources), I wanted them to be tied to very specific geographic areas of the oceans/seas (trade routes, coastal, islands).

As it stands, they'll be able to go places even dolphins and many whales can't (while these creatures can hold their breath from 7-20 minutes in real life, the "mermaids will be able to hold their breath for a base of 84 minutes – right at an hour and 24 minutes).

It's still up in the air (no pun intended), however, and I'll give reverting it to aquatic more consideration.

Vamptastic wrote:

Pretty metal, dude.

If I was gonna make a Mermaid, and make her actually a monster and a threat? I'd make her -fast-. I'd bump that swim speed up to 70 or something, and I'd give her a special attack where if she's below the target, she can torpedo up at that person, make a grapple, and then make a bite attack, all at the same time. Give her some sort of poison if she makes that bite, that paralyzes the target and makes manipulating them underwater child's play.

I'd also make them absolutely, 100% unwilling to do a fair fight, instead just wanting to nab the 'easiest' member of the party and swim away with their meal.

But that's just me.

Thanks!

You know, I really like the ideas you present. I increased the swim speed to match that of a dolphin (80 swim) and added in a water-dependent trait as a weakness.

I've got the rough entry for the poison and the bite ability associated with the grab ability, though I'm fairly sure I didn't do it right.

I think I can accomplish the “ambush” you mentioned by using a grapple at the end of a charge – if successful, they can make a free bite attack.

Any additional help is appreciated.


Mermaids as dolphin people actually make a lot more sense than fish-people, evolution-wise. I actually treat them that way most of the time, but havn't really thought about the breathing thing before.
I think I'll actually take that hold breath variant as well.


Yora wrote:

Mermaids as dolphin people actually make a lot more sense than fish-people, evolution-wise. I actually treat them that way most of the time, but havn't really thought about the breathing thing before.

I think I'll actually take that hold breath variant as well.

I agree. I've noticed several creatures which should have a "hold breath" trait, but have aquatic as a subtype instead.

If the mermaids of my campaign setting weren't already so well-known lore wise, I might have been tempted to just removed the aquatic subtype and add in the hold breath to merfolk, instead.

I added in a little more to ecology, specifics regarding lifespan, gestation, etc.

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