The Singing Isle
Mermaid Lvl. 1
HP 26; Bloodied 13
AC 15, Fortitude 12, Reflex 14, Will 14
Senses: Perception +6
Speed: 3, swim 6
Bite (standard; at-will)
+6 v AC; 1d8 + 4 damage, and the target is grabbed.
Claws (standard; at-will)
+6 v AC; 1d6 + 4 damage. If the attack hits, make it a second time.
Drag Away (move action; at-will)
Requirement: The mermaid must have a creature grabbed.
Effect: The mermaid moves its speed, pulling the grabbed creature with it. The mermaid and the creature grabbed by it do not provoke opportunity attacks from each other for this movement.
The mermaid can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
If a player that is grabbed is dragged underwater, on the player’s turn they must make an endurance check (DC 13). If the check fails, the player takes 5 damage. If the character is still underwater by their next turn, the DC check increases to 15, then 17 and so on.
A character who is underwater and reaches 0 hit points is still subject to the damage until they die or are rescued.
Str 13 +1, Dex 16 +3, Wis 13 +1
Con 11 +0, Int 10 +0, Cha 14 +2