Merfolk, Merrow

Common Cultures: Despotic, Forsaken, Imperial, Magocracy, Undersea, Warrior, Wild

Ancestry Traits

Size. Your size is Large (1 point).
Speed. 10 ft., 40 ft. swim (-1 point)

Creature Type.
You are a Monstrosity.
Amphibious (1 point).
You can breathe air and water, and you have a 40 foot swim speed.
Darkvision (1 point).
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Natural Armor (1 point).
You have tough scales covering your body. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use yours natural armor.
Sea Legs (1 point).
You have advantage against effects that would knock you prone.

Paragon Options

Aquatic Predator

Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. If you already have Darkvision, it instead extends by 90 feet while underwater. Additionally, while underwater, you have Advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have Disadvantage on saving throws against spells and abilities you use.

Merrow Magic

You learn more advanced magic of aquatic people. You learn the create or destroy water spell and can cast it at will, without spending mana. You also learn the misty step and tidal wave spells. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).

Merrow Aggression

Your claws and fangs grow tough enough to use in battle. The claws are natural weapons with the Finesse property, which you can use to make unarmed strikes that deal slashing damage equal to 2d4 + your Strength or Dexterity modifier. While you are underwater, you can make an attack with your claws and fangs as a bonus action.

Perfect Darkvision

Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.

Primal Instincts

Your senses are as keen as a wild predator. You gain the following benefits: