He became head ship-smith a year before large boats stopped passing by. He has heard tell of terrible storms and unintelligibly psychic screeches from the last sailors he spoke to. He will know that Krackens are usually deviously intelligent if you speak abyssal.
- Charm. The gloomwater mermaid targets one humanoid or beast that she can see within 30 feet of her. If the target can see the gloomwater mermaid, it must succeed on a WIS saving throw or be magically charmed. The charmed creature regards the gloomwater mermaid as a trusted friend to be heeded and protected. Although the target isn't under the gloomwater mermaid's control, it takes the gloomwater mermaid's requests or actions in the most favorable way it can. Each time the gloomwater mermaid or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the gloomwater mermaid dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the gloomwater mermaid's Siren Song for the next 24 hours. The gloomwater mermaid can have no more than one humanoid and up to three beasts charmed at a time.
- Song of Lost Glory. The gloomwater mermaid sings a song that fortifies her allies, healing them for 10 (1d10 + 5) points of damage and granting other aquatic allies advantage on their next saving throw or, if under the effect that can be ended by a saving throw, can repeat the saving throw immdieatly and/or at the start of their turn.
- Battle Chant of Atlantis. All allies within 30 feet can use their reaction to move their speed and make a melee attack. If an attack hits, the target is marked and has disadvantage on any attacks (including spells) that do not target the attacker.
- Mournful Keening (1/Day). All hostile creatures within 30 feet must make a CON saving throw or take 6 ( 2d6 ) psychic damage, and the gloomwater mermaid pushes the target 10 feet while each ally may move five feet in response as a free action.
- Age
- 30
Princeps Alcyonacea Yisea
Medium Mermaid, Ruler, Chaotic Good
Swim: 40 ft
STR
12
( +1 )
DEX
18
( +4 )
CON
12
( +1 )
INT
12
( +1 )
WIS
17
( +3 )
CHA
20
( +5 )
Athletics +3, Perception +5, Performance +7
darkvision 60 ft., passive Perception 15
Description
Precocious Princeps. Mermaids are usually quite self-absorbed and egocentric. However, they are also usually very curious and are especially interested in those creatures that live on land.
Under the Sea. These beautiful merfolk usually live inside underwater castles or caves deep beneath the waves. They make jewelry and tools out of shells and bones.
Loyal Companions. Mermaids often have sea creatures as close companions. Dolphins, seals, crabs, and other beasts often befriend them.
Ideals
Lineage, Health of the city, Beauty
Bonds
Her late mother's legacy
Flaws
A new ruler her focus is often divided
CHA +5 / 15
Guidence, bladeward, druidcraft
barkskin, dispel magic, pass without trace, shillelagh, unbearable weight of melancholy (the target must make a WIS saving throw or be burdened by such a weight on their shoulders they cannot move gaining the stunned condition until they successfully save. This effect lasts for 1 minute)
entangle, goodberry
Actions
Multiattack. The gloomwater mermaid makes three Gloomwater Harpoon attacks.
Gloomwater Harpoon. Melee or Ranged Weapon Attack: 1d20+4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) 1d6+4 piercing damage, or 8 (1d8 + 4) 1d8+4 piercing damage if used with two hands to make a melee attack. The harpoon returns to the mermaid's hand if used as a ranged weapon.
Tail Slap. Melee Weapon Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 4) 2d8+4 bludgeoning damage and the target must make a CON save or be stunned until the end of its next turn. A stunned creature holding it breath begins to drown.
Freezing Strikes (Recharge 6). The gloomwater mermaid uses Multiattack. Each attack that hits deals an extra 5 (1d10) 1d10 cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn. This effect is cumulative.
Bonus Actions
Siren Song (psionic). The gloomwater mermaid can start a song that persists until she is killed, ends it voluntarily or fails a Constitution saving throw when taking damage as if she was concentrating on a spell. This effect is psionic and is not affected by silence or other sound-based defences. However, spells such as mind blank provide protection.
Reactions
Tail Slap. When an attack against a gloomwater mermaid misses she may use tail slap against the triggering target.
Lair Actions
Drop the nets: Drops a 30' x 30' net in the middle of the room. DC 14 DEX save or become entangled. On a save, the character uses their reaction to dodge out of the way of the net and is involuntarily moved to the edge of the map. If entangled, a character can use their action to make a DC 17 Acrobatics (to slip out), Athletics (to break out), or AC 14 Attack (break out when dealing >5 damage, immune to bludgeoning damage). If a character wants to undo the knots, this will free everyone within 10' (sleight of hand check DC 10 Action+Bonus action, w/ proficiency just action, with expertise just bonus action).
Call the guard: 1d6 Merfolk knights appear. Roll a D20: 20-18 knights arrive at a random entrance and take their place in the initiative order this round, 15-17 knights have dashed to the entrance they take their place in this round's initiative with just a bonus action and movement, 10-14 knights arrive at the farthest entrance from the Princeps and take a full action at the end of this round's initiative order w/out additional movement, 1-9 knights appear at the farthest entrance from the Princeps they roll initiative and take an action on the next round (they are surprized).
Empty the Kennels: Summon 2d6 dolphins.
Bar the doors: All doors are closed, locked, and barred. DC 15 DEX to lockpick, DC 15 STR to break the bars and open them, the main entrance has an arcane lock.
All actions can be used exactly once. If the doors are barreddolphins and Merfolk knights take an extra turn to get in through a side door, which is now open.
The Princeps' palace



Social
Current Residence
The royal place