Deep Merfolk

System: Pathfinder | SRD

Deep Merfolk CR 3
XP 800
Init +9 ; Senses blindsense 30 ft., darkvision 60 ft.; Perception +2
Defense
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 30 (4d8+12)
Fort +4, Ref +6, Will +4
Resist cold 5
Weaknesses light sensitivity
Offense
Speed 10 ft., swim 40 ft.
Melee spear +6 (1d8+4/×3)
Special Attacks sneak attack +2d6, sprint
CMB +6 CMD 21
Statistics
Str 17,, Dex 20,, Con 16,, Int 11,, Wis 10,, Cha 11
Base Atk +3
Feats Improved Initiative , Power Attack
Skills Perception +2, Stealth +9 (+17 underwater), Swim +16
Languages Aquan
Special Abilities
Deep Dweller (Ex) Deep merfolk are immune to damage from water pressure; their bodies adjust instantly to different depths.
Semitransparent (Ex) Deep merfolk are very difficult to spot while they are underwater. So long as they are at least 10 feet underwater, deep merfolk gain concealment and can use the Stealth skill while moving at their normal speed without penalty. In the ocean depths (about 3,000 feet deep or more), this benefit improves to total concealment.
Sprint (Ex) A deep merfolk can charge or withdraw at up to 3 times its swim speed.

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