# Merfolk > [!infobox] > ## > ![[Species - Merfolk.webp]] > #### **Species Information** > | Table Header | Table Header | > | ---- | --- | > | Size | [[Medium]] | > | Type | [[Humanoids\|Humanoid]], <br>[[Beasts\|beast]] | > | Darkvision | 60 ft. | > | Height | 5 – 7 ft. | > | Lifespan | ≈ 90 years | > | Adulthood | ≈ 20 years | > | Origin | [[Yanis-Materia]] | > | Speeds | 30 ft. swimming, <br>30 ft. walking | > #### **Roleplay Information** > | Table Header | Table Header | > | ---- | --- | > | Playable? | Yes | ### Origin & History Uniquely strange and beautiful, merfolk first stirred during the later years of Proto Yanis' Pavonis Age—making them the oldest of the six native Yanis humanoid species. Being the oldest, merfolk have changed and adapted to the many changes that developed across Yanis over time. Some of these larger planetary changes directly impacted merfolk, where others only affected land and subterranean creatures. Merfolk learned migratory routes through Yanis' oceans to better survive these harsh global changes. It is also said that merfolk were the first humanoids to interact with [[Undine]] when they migrated to Yanis from [[The Plane of Elemental Water]]. Due to the long and rich history of merfolk, the oceanic and landlocked societies that have developed are incredibly wise, intelligent, and knowledgeable of Yanis' natural order. Lastly, merfolk are often cut off from surface dwellers and other societies in Yanis, which has led them to develop very alien tendencies and customs. --- ### Appearance & Biology Merfolk are some of the most diverse humanoid creatures on Yanis. The different branches of merfolk seem to be endless. Some merfolk look more fish-like, with fins like tigerfish or puffer fish on the sides of their faces. Others look much more much more like seahorses, with elongated tails and bonier face and body structure. There are merfolk that diverge from the common genus quite significantly in that they have more crustacean-esk features: harder shells growing around their skin, claws instead of hands, antennae and beady eyes. These merfolk tend to live much deeper than the common variety. Merfolk are only able to reproduce with one-another. Some merfolk are incapable of breeding with other merfolk. This is a quality of the species that has confused sages for generations. Only merfolk know when a mate is capable of reproducing. --- ### Merfolk Races ##### Deepfolk Even more alien than finfolk are deepfolk. Merfolk who live in the deepest depths of the ocean or lakes tend to have more crustacean-esk features and tend to prefer lives in darker regions. ##### Finfolk Finfolk is another term for your common, upper ocean or reef dwelling merfolk. They have a wide range of appearances. --- ### Species Traits #### Core Traits > [!custom-trait-locked]- 1️⃣ Amphibious. > - You can breathe air and water. > - Your walking and swimming speed is 30 ft. > [!custom-trait-locked]- 1️⃣ Darkvision. > - Darkvision up to 60 ft. > [!custom-trait-locked]- 1️⃣ Emissary of the Sea. > - You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. #### Optional Traits > [!custom-trait-locked]- 1️⃣ Cold Resistance. > - [[Combat#Damage|Cold]] resistance. > [!custom-trait-unlocked]- 1️⃣ Acid Spit. > - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. #### Deepfolk Traits > [!custom-trait-unlocked]- 1️⃣ Grappling Appendages. > - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment. > [!custom-trait-unlocked]- 1️⃣ Nimble Climber. > - You have a climbing speed equal to your walking speed. > [!custom-trait-unlocked]- 2️⃣ Superior Darkvision. > - Darkvision up to 120 feet. > - Replaces **_Darkvision_**. #### Finfolk Traits > [!custom-trait-locked]- 1️⃣ Aquatic Armor. > - While underwater, your thick, glossy scales provided added dexterity and defense. You gain a +1 bonus to AC when you’re not wearing heavy armor while underwater. > [!custom-trait-unlocked]- 1️⃣ Swift Swim. > - Gain a bonus of 5 ft. to your swimming speed. %% Marm Beautiful, mysterious, and fierce, protectors of the sea. Marm have an incredible range of diversity within their species that echoes that of many aquatic biomes. %%