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Mermaiden

Adversaries Designed by Ettin Entertainment • Art by Rick Hershey

Adversary overview

A half-woman, half-fish that lures mariners with their beauty.

Stat block

Tier
2
Type
Skulk
Difficulty
13
HP
4
Stress
4
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Barbed Sword
Range: Melee
Damage: 2d8+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Swimmer

    While in water, the Mermaiden can move up to Far range instead of Close range before taking an action. 

  • Fish Out Of Water
    stress 1

    While out of water, the Mermaiden is only able to move up to Melee range and take an action, or up to Very Close without an action. If they do not resubmerge in water within a day, they permanently transform into a human.

Actions

  • Breaching Strike
    fear 1

    Mark a Stress for the Mermaiden to leap from the water to a point within Close range. Make a standard attack against a target on the path. On a success, you can spend a Fear to force the target to make an Agility Reaction Roll. On a failure, they are hooked by the Mermaiden and dragged with them to that point. They also become Restrained until they make a successful Strength roll or the Mermaiden marks an HP.

Reactions

Evolutions

Motives & tactics

Bait hook and drag underwater find a spouse

Experiences

  • Ocean Dweller +2

Mermaiden

Tier 2 skulk

A half-woman, half-fish that lures mariners with their beauty.

Motives & Tactics: Bait, hook and drag underwater, find a spouse

Difficulty: 13 | Thresholds: 8/16 | HP: 4 | Stress: 4

ATK: +3 | Barbed Sword: Melee | 2d8+3 Physical

Experience: Ocean Dweller +2

HP:

STRESS:

Features

Swimmer - Passive: While in water, the Mermaiden can move up to Far range instead of Close range before taking an action. 
Fish Out Of Water - Passive: While out of water, the Mermaiden is only able to move up to Melee range and take an action, or up to Very Close without an action. If they do not resubmerge in water within a day, they permanently transform into a human.
Breaching Strike - Action: Mark a Stress for the Mermaiden to leap from the water to a point within Close range. Make a standard attack against a target on the path. On a success, you can spend a Fear to force the target to make an Agility Reaction Roll. On a failure, they are hooked by the Mermaiden and dragged with them to that point. They also become Restrained until they make a successful Strength roll or the Mermaiden marks an HP.

Discussion

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