Merfolk expands the traditional merfolk into a fully realized underwater civilization designed for 5e play. Instead of relying on a single aquatic humanoid stat block, this supplement presents a complete ladder of merfolk roles—from children and commoners to sovereign rulers—each engineered to exploit three-dimensional underwater combat.
These merfolk are not shoreline curiosities or incidental sea-dwellers. They are organized, disciplined, and tactically superior in their native environment. Their shared Thalassic Supremacy doctrine allows them to stack vertically, rotate around enemies, and dominate aquatic space in ways that land-bound creatures cannot easily counter.
Whether you need reef guardians defending coral gates, mobile hunters harrying intruders, hydromancers reshaping the battlefield, or a Tidelord Sovereign commanding layered assaults from every direction, this supplement provides encounter-ready options across tiers of play. Cultural assumptions are intentionally minimal, allowing these merfolk to function as noble city-states, imperial sea powers, territorial defenders, or antagonists in extended underwater campaigns. The structure is provided, the story is yours.
Underwater battles occur in three dimensions, even when represented on a flat grid. To simulate vertical space without tracking depth separately, use the following abstraction:
A single 5-foot square may contain up to three creatures — one at center depth, one above, and one below. These creatures are considered to be sharing the same horizontal position but occupying different vertical layers.
Creatures sharing a square vertically are adjacent to one another for the purposes of melee attacks, features, and abilities unless a specific rule states otherwise.
Merfolk are trained for three-dimensional warfare. They intentionally stack above and below enemies, rotate positions through shared squares, and use forced movement to pull foes into layered formations. When merfolk occupy vertical positions around a target, assume this is deliberate tactical positioning, not incidental overlap.
If more than three creatures attempt to occupy the same square, normal movement rules apply and creatures must move to adjacent spaces.
This abstraction keeps underwater encounters fast, readable, and tactically rich while preserving the essential advantage of vertical combat.
Merfolk Child CR(0) Noncombatant youth. Establishes stakes and civilian presence within coral cities.
Merfolk Commoner CR(0) Baseline adult citizens: pearl divers, kelp farmers, artisans, and laborers.
Merfolk Coral Sentinel CR(1/4) Disciplined city guards who defend gates and coral infrastructure using vertical positioning.
Merfolk Reef Stalker CR(1/2) Mobile hunters who strike from above or below and rotate fluidly through occupied space.
Merfolk Tide Channeler CR(1) Hydromancers who manipulate localized currents to control positioning and force vertical vulnerability.
Merfolk Deepwarden CR(2) Elite trench defenders who spiral around targets and impose sustained pressure.
Merfolk Vortex Striker CR(3) Aggressive rotational specialists who accelerate encirclement tactics.
Merfolk Coral Commander CR(4) Battlefield officers who coordinate layered assaults and tighten the rotational engine.
Merfolk Abyssal Arcanist CR(5) High hydromancers who reshape underwater terrain into controlled combat zones.
Merfolk Trench Justicar CR(6) Imperial enforcers who deny vertical escape and punish destabilized foes.
Merfolk Tidelord Sovereign CR(7) Rulers of coral metropolises who command entire encounters through hydrodynamic authority.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)