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Merfolk are mythological creatures that have the upper bodies of humans and the lower bodies of a marine animal. They are prominently featured in games like magic the gathering, D&D, and 40k even had a minor aquatic race at one point. [[/tg/]] has had a spattering of threads dedicated to merfolk over the years. Many people have wished to use merfolk players or merfolk cities in their campaign. Unfortunately most settings have rules that are not conducive to using merfolk as player characters, and fluff that does not include merfolk as a major power. This page serves as a hub to organize and advertise all the merfolk content that the community has created to solve this problem. It is an attempt to create rules and fluff for PC races of merfolk that can be used in any campaign. If you like merfolk or other underwater themes, feel free to create anything you want and make a link for it on this page. However, please respect the creations of other people.
'''Merfolk''' are mythological creatures that have the upper bodies of humans and the lower bodies of a marine animal, almost always a fish. They originated in medieval folklore as '''mermaids''', creatures that would seduce blueballed sailors to drown them (mermen were invented sort of as an afterthought to explain procreation). They are prominently featured in [[Magic: The Gathering|MTG]], [[RPG|RPGs]], and even [[Warhammer 40,000|40k]] had a [[saharduin|minor aquatic race at one point]]. Creatures similar to merfolk can also be found in many videogames, such as the Zora from [[The Legend of Zelda]], the Naga from [[Warcraft]], and the Slithereen from Dota2.


== Merfolk Races ==
[[Dungeons & Dragons]] and [[Pathfinder]] generally have given merfolk only lackluster attention, as their unique body configuration makes them to all practical purposes useless on your typical land-based campaign, but, if you add them into a "surfacers gone underwater" campaign (itself a rarity), they tend to be overpowered, as they are faster and don't need to worry about breathing underwater. D&D usually tries to push the [[Triton]] over the merfolk as a consequence, as Tritons at least can try to partake in both underwater and traditional campaigns.
The Merfolk are the mysterious and secretive people who have populated the world’s waters, and they are as widespread as humans are on land. Communities exist in mountain lakes, coastal reefs, kelp forests, rivers, and even inside polar ice shelves. They are an ancient species with many subraces. The vast expanse and depth of the world's oceans conspire to keep many of these races undiscovered.


* [[Coastal Merfolk]] - standard merfolk
Still, despite their issues, [[/tg/]] has had a spattering of threads dedicated to merfolk over the years where it has [http://suptg.thisisnotatrueending.com/archive/27484548/ discussed how an underwater civilization would develop], and many people have wished to use merfolk characters or merfolk cities in their campaign. Unfortunately, most settings have rules that are not conducive to using merfolk as player characters, fluff that does not include merfolk as a major power, and a lack of effort to describe a thriving merfolk civilization.  
* [[Coral Merfolk]] - tropical merfolk
* [[Abyssal Merfolk]] - deep sea scary monstrous merfolk and octopus/squid merfolk (octofolk?)
* [[Arctic Merfolk]] - Live under ice sheets and in glacial lakes and rivers. large size? dolphin/whale?
* Selkie - half seal, halfing size +dex +con?
* [[Crustaceids]] - [https://www.youtube.com/watch?v=ykWPyaqbebo Crab People] +str +con?
* legged merfolk (what are they called? Merrows? someone wanted them on the list feel free to fluff them out)
* Opean Ocean merfolk - nomadic warrior race, cleric, druids, rangers, fighters. fast +str +wis?
* sharkfolk
* River Merfolk - Fresh water


== Merfolk Locations, Kingdoms and Cities ==
==AD&D PCs==
Merfolk settlements are as as varied and widespread as the merfolk themselves.
PC stats for merfolk in [[Advanced Dungeons & Dragons]] 2nd edition can be found in the article "heroes of the Sea" in [[Dragon Magazine]] #250 and, alternatively, in the [[Forgotten Realms]] splatbook "Sea of Fallen Stars".
* [[Ataropolis]] - An upstart mercantile city state of that is undergoing rapid expansion and waging a cold war against a nearby kingdom of elfs.
* Glacial Lake - arctic mer town
* Barony of Dagobus - religious abyssal mer empire. ocean canyon extends into continental crust, serves as raider outpost.


== Merfolk Culture & Technology ==
In Heroes of the Sea, merfolk stats look like this:
The Merfolk's unique aquatic environment has resulted in different solutions to social and technical problems.
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 3/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
::Ability Score Adjustments: None
::Racial Class & Level Limits: [[Fighter]] 12, [[Shaman]] 3, [[Cleric]] (Specialist priest of [[Eadro]] only) 7, [[Bard]] ([[Thief]] with Humanoid Bard kit, Female Only) 9
:::Available Kits: Tribal Defender, Oracle, Wandering Mystic
::Natural Armor Class: 7
::Swim Rate 18
::No movement or attack penalties when in water.
::Amphibious: Can breathe air and water.
::Totally Water Adapted: A merfolk out of water is reduced to crawling, giving them a movement rate of 1, and after 1 hour out of water begins to fatally dehydrate, taking 2 damage per hour until they return to the water.
::Take double damage from Fire and are instinctively terrified of it.
::Weapion Proficiencies: Crossbow, Trident, Javelin
::Nonweapon Proficiencies: Alertness, Animal Handling, Animal Lore, Animal Training (Fish), Bowyer/Fletcher, Danger Sense, Direction Sense, Gaming, Hunting, Local History, Mining, Religion, Survival (Aquatic)
:::Female merfolk also have the NWPs Artistic Ability (Shell Carving, Tapestry Weaving), Chanting, Poetry, Singing and Weaving.


===Materials===
In Sea of Fallen Stars, this variant statblock is given:
* Bronze - a poor quality but inexpensive metal that resists corrosion
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/19, Constitution 3/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
* [[Stellite]] - a common type of metal that resists corrosion and is similar in strength to steel
::Ability Score Adjustments: +1 Dexterity, -1 Constitution
* Pearlite - a mysterious and very rare type of metal that is found in some oysters and clams. A merfolk version of the dwarves' adamantite and elves' mithril
::Racial Class & Level Limits: [[Fighter]] 12, [[Ranger]] 10, [[Cleric]] 12, Speciality Priest 10, [[Bard]] Unlimited
*[https://en.wikipedia.org/wiki/Byssus Byssus]/[https://en.wikipedia.org/wiki/Sea_silk Sea Silk]-strong fibers from mullosks that are immune to water degradation and can be woven into fabrics to make clothing, rope, nets, and other tools.


===Weapons===
== The Overcrowded Aquatic Humanoid Niche ==
Many weapons suffer reduced effectiveness under water due to hydrodynamic drag. Merfolk therefore use weapons that are specially designed to eliminate drag and increase ergonomics for submerged use. Some weapons are unchanged but the techniques for their use underwater is radically different.
Merfolk are a pretty iconic "underwater race" in Western culture, but they're far from the only such creatures. And since D&D takes the "everything and the kitchen sink" approach to race design, well, merfolk kind of draw the short straw in that there have been a fuckton of races over the editions who can basically be described as "magical humanoids who live underwater". A ''short'' list of them, and only listing the ones that specifically live underwater rather than the "humanoids adapted to life on the coasts or at sea" like the various [[demihuman]] subraces from [[Environment Book Series|Stormwrack]], would include:
*Partisan 2D6 19-20 X2crit twohanded slashing/piercing martial
* [[Aquatic Elf|Aquatic Elves]], who are literally "elves, but underwater".
*Great trident 1D12 20 X3crit twohanded Piercing martial
* [[Selkie]]s, aquatic fey who can shapeshift into the form of seals.
*Mersarissa 1d12 19-20 X2crit twohanded piercing/slashing reach exotic
* [[Siren|Sirines]], which are literally [[nymph]]s of the sea.
*Heavy Net same as net but made of metal and much stronger and can be enchanted
* [[Pahari]], which are the [[Al-Qadim]] equivalent of merfolk, except they're a) able to transform into pure human and pure fish forms, and b) exclusively women.
*Finblades
* [[Triton]]s, which are either two-tailed merfolk or merfolk with legs depending on the edition.
*Cestus/Katar
* [[Nereid]]s, the ''actual'' oceanic [[nymph]] from Greco-Roman mythology.
* [[Shalarin]], fin-backed sea-people native to the [[Forgotten Realms]].
* [[Liminal]]s, which at least are supposed to be "half-merfolk".
* [[Sea Kin]], the specific [[Half-Fey]] born to aquatic fey like selkies, sirines and nereids.
* [[Aventi]], which are your stock "[[Atlantean]]s as humans who can breathe underwater and swim good" race.
* [[Koalinth]]s, which are aquatic [[hobgoblin]]s.
* [[Merrow]], which began as "[[ogre]]s, but live underwater".
* [[Scrag]]s, which are the [[troll]] counterpart to merrow.
* [[Malenti]], which are aquatic elves, but secretly sharks.


===Armor and Shields===
Considering that all of these - which aren't even accounting for the "aquatic [[beastfolk]] races like [[crabfolk]] or [[locathah]] - are able to actually get around on dry land and most of them are playable, and the poor merfolk look even more screwed over.
There are several considerations to make when using armor underwater, drag and buoyancy. Merfolk armors are usually form fitting and flexible. Medium and heavy armors usually use some form of buoyant material for padding such as kelp pods or cork. Shields are designed to have as little drag as possible when moving them laterally and also have small buoys distributed to the inner surface. Tower sields are extremelly rare in the underwater world because they are simply too unwieldy and the reduced danger from ranged weapons. They have been reduced to specialty applications.  
*sharkskin
*Padded
*chain shirt
*breastplate
*chain halberk
*platemail


===Gallery===
<gallery>
Merman 1e.jpg|1e
Merman monster card.jpg|AD&D Monster Card
Merman MCV2.jpg|2e
Merman MM 2e.png
Merfolk 5e.png|5e
TWBTW palasha.png
</gallery>


===Buildings===
== Pathfinder Merfolk ==
[[File:mercity.jpg|right|thumb|400px]]
With a +2 in dexterity, constitution, and charisma with no stat minus, +2 natural armor, and unlike some amphibious races not drying up if they're on land, Merfolk are a fantastic race. The only problem? Sloooow on land. 5 feet move (15 with a trait- still half of everyone else). If you pick a class that gets a way to give them respectable movement and/or you just don't mind being the slowest one around, a solid choice.
[[File:kelpcity.jpg|right|thumb|400px]]
Merfolk structures often incorporate unique materials and features which results in distinct a architectural style. Wooden materials are uncommon due to the effect of woodworms. Instead, Merfolk make use of a variety of durable marine building materials:


*Kelp - Many merfolk buildings are made by weaving living kelp into a hollow ball that floats in the water while anchored to ocean floor. There can be several rooms arrayed in a daisy chain, one above the other, all constructed from only a few plants.
They have a [[Drow]] equivalent '''Deep Merfolk''' race, grey-skinned merfolk who live in the lightless depths of the seafloor.
*sea grass
*Coral
*Stone
*hydraulic cement - hydraulic cement is a building material in use since ancient times and is known for its ability to harden underwater. hydralic cement is combined with sand or other materials to create concrete cructures, or is used in mortar to bind stone and brick buildings.
*Giant bones - The bones of giantsea creatures such as whales and sea serpents are large and strong enough to be excellent building materials
*giant shells
*wood - freshwater merfolk often use wood to build their structures, because woodworms do not live in freshwater.


== Merfolk Magic ==
<gallery>
The Merfolk have a divergent tradition in the magical arts. Some marine spells accomplish the same objectives as their land counterparts, but in a different way.
Merfolk B1.png
* Merfolk Blood - Some types of Merfolk have blood has vague magical properties. Some evil races wish to kill merfolk to acquire it.
merfolk RoA4 1.png
* Spell Shell - Many merfolk wizards choose not use spellbooks. Instead they use magical sea shells that store spells in sound form rather than in writing. To memorize a spell for the day, a wizard listens to the song inside the spell shell. To add a spell to the shell, the wizard etches magical runes and symbols into a precious stone which is then placed into the shell. These stones are analogous to the more traditional paper that other races use to store their spells.
merfolk RoA4 2.png
merfolk RoA6 1.png
merfolk ARG.png
</gallery>
'''Deep Merfolk'''
<gallery>
deep merfolk B5.jpg
deep merfolk RoA4 1.png
deep merfolk RoA4 2.png
deep merfolk RoA4 3.png
deep merfolk RoA4 4.png
</gallery>


===Spells===
==Monstergirls==
* Crush - creates magical water pressure in an area that crushes creatures in its area effect
{{Monstergirls}}
* Shape Metal - shapes metal
Mermaids are naturally among the most common monstergirls. They have a very similar problem to [[centaurs]] though, in that if they're a nonhuman animal from the waist down, where's their vagina? Also like with the centaur, different approaches to "The Mermaid Problem" have been taken. Some give merfolk the genitalia of fish, thus having fertilization occur externally (sexual interactions with humans are typically of the oral variety in this case). Others instead have the fish part start ''just below'' the genitals, which would logically result in a weird hole through the middle of their bodies. Still others have the fish part start above where human genitals would be and just slap on a forward-facing human vagina at waist-height. The simplest approach taken is making mermaids limited shapeshifters, capable of transforming their tail into legs. This is typically paired with a duration limit or need to return to water within a limited time to stop them from being reduced to strictly better humans and keep them sea creatures.
* decompress - Decompresses the area around the target causing wracking pains in his joints and body
* Resonance -  
* Freeze - Freeze the water around the target which traps them in a solid block of ice


===Familiars===
On their page titled "The Mermaid Problem," [[TVTropes]] of all sites puts forth the clever idea of replacing the fish tail with a dolphin tail. This is brilliant for more reasons than that article seems to realize, since not only does it simplify a lot of the internal biology by making them fully-fledged mammals, but there's also the fact that dolphins are actually [[Slaanesh|notoriously]] [[rape|perverted]] in regards to sexual behavior, with individuals of both sexes often trying to bone dolphins and non-dolphins alike, and there being so much sex overall that the females of some species have evolved ''an additional pelvic orifice that exists for the sole purpose of sex''. On top of that, since it's hard to hold onto someone you're constantly thrusting into when you  A) are floating around in the ocean, B) don't have arms, and C) can't coil around them like a snake or eel, dolphins of both sexes actually have ''MOTHERFUCKING PREHENSILE GENITALS''. Yeah, you're probably getting several ideas ''right now'', aren't you, you perv?
[[File:flyingfish.jpg|right|thumb|400px]]
*octopus +2 stealth
*flying fish +3 fly
*crab +2 fortitude saves
*lobster +1 natural armor
*salmon +3 swim
*sea anemone +3 Hp
*tiny shark +3 perception in light
*jelly fish +2 will
*mantis shrimp +2 sleight of hand
*Carp +2 jump
*temperate fish +2 acrobatics
*Tropical fish +2 initiative
*Sea Star +2 survival
*squid +2 perception in dark
*nautilus +2 diplomacy


== Merfolk Artifacts ==
===MGE===
Ancient and legendary items in the underwater world.
It'd be more surprising if the [[Monster Girl Encyclopedia]] ''didn't'' have a mermaid mamono. They are portrayed as incurable romantics who yearn to find that special someone. They also have quite a family tree, with [[Merrow]] (their perverted cousins), Sea Bishops (mermaid [[cleric]]s of the sea goddess), Mersharks (aggressive shark-based mermaids), Unagi Joro (lamia-esque eel-maids from Zipangu) and even [[Selkie]]s (wereseals) making up part of the Mermaid class of mamono.
* Pearl Trident
* Bubble Band - This magical headband creates a bubble of breathable air  around the head of the user. Merfolk use these bands to allow non water breathing individuals to freely travel underwater. The magic used to create these bands is a closely guarded secret.


<center>
<gallery>
File:MGE Mermaid.jpg
File:MGE Merrow.jpg
File:MGE Sea Bishop.jpg
File:MGE Mershark.jpg
File:MGE Unagi Joro.jpg
File:MGE Selkie.jpg
</gallery>
</center>


==Merfolk Religion ==
==See Also==
The merfolk worship their own pantheon of gods
*[[Merfolk/Homebrew]] for an extensive piece of homebrew all about merfolk.
===demigods===
*[http://paizo.com/products/btpy8i1m?Cerulean-Seas-Campaign-Setting Cerulean Seas Campaign Setting (Pathfinder compatible)]
many gods in the merfolk pantheon physically exist or have avatars which wander the unfathomable depths.
* Dagobus - deep sea demigod, patron of abyssal mer
*malron
*Nesoi - Primordial Demigods of islands. each island is said to have its own personification.
 
 
== Creatures ==
*Carcharodon - 4 legged beast with huge shark head running around eating people
 


== Merfolk Characters and NPCs ==
{{Pathfinder-Races}}
* [[Aramis_Corselle|Aramis Corselle & Ishka Amosa]]
* Slithice


== Merfok Gallery ==
[[Category:Dungeons & Dragons]]
<gallery>
File:Merman by Artofty.jpg
File:Coastal Merfolk.jpg
File:Coralmerfolk2.jpg
File:AbyssalMer.png
File:Arctic merfolk.jpg
File:Catfishmerfolk.png
File:Hammerhead shark mermaid by ioruko-d76kc1t.jpg
File:Hammerheadsharkfolk.jpg
File:Lazy mermaid hitching a ride by speedtribes.jpg
File:Underwater dryad by eldridgeque-d5h6zpk.jpg
File:Merdudes by sharpie91-d7ednym.png
File:Zoralinkcomic.jpg
File:Naga by yoso999-d70rnqo.jpg
File:Coral by moni158-d669cbz.png
File:Merfolk by mrdream-d749mr9.jpg
File:Final koi mermaid and little fish by driany-d6wk7zd.jpg
File:Papio mermaid by papiomarta-d5bgd8r.jpg
File:Evilmermaid.jpg
File:Digital mermaid by myartamyhart-d42ok7p.jpg
</gallery>

Latest revision as of 03:29, 22 June 2023

Merfolk are mythological creatures that have the upper bodies of humans and the lower bodies of a marine animal, almost always a fish. They originated in medieval folklore as mermaids, creatures that would seduce blueballed sailors to drown them (mermen were invented sort of as an afterthought to explain procreation). They are prominently featured in MTG, RPGs, and even 40k had a minor aquatic race at one point. Creatures similar to merfolk can also be found in many videogames, such as the Zora from The Legend of Zelda, the Naga from Warcraft, and the Slithereen from Dota2.

Dungeons & Dragons and Pathfinder generally have given merfolk only lackluster attention, as their unique body configuration makes them to all practical purposes useless on your typical land-based campaign, but, if you add them into a "surfacers gone underwater" campaign (itself a rarity), they tend to be overpowered, as they are faster and don't need to worry about breathing underwater. D&D usually tries to push the Triton over the merfolk as a consequence, as Tritons at least can try to partake in both underwater and traditional campaigns.

Still, despite their issues, /tg/ has had a spattering of threads dedicated to merfolk over the years where it has discussed how an underwater civilization would develop, and many people have wished to use merfolk characters or merfolk cities in their campaign. Unfortunately, most settings have rules that are not conducive to using merfolk as player characters, fluff that does not include merfolk as a major power, and a lack of effort to describe a thriving merfolk civilization.

AD&D PCs[edit | edit source]

PC stats for merfolk in Advanced Dungeons & Dragons 2nd edition can be found in the article "heroes of the Sea" in Dragon Magazine #250 and, alternatively, in the Forgotten Realms splatbook "Sea of Fallen Stars".

In Heroes of the Sea, merfolk stats look like this:

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 3/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: None
Racial Class & Level Limits: Fighter 12, Shaman 3, Cleric (Specialist priest of Eadro only) 7, Bard (Thief with Humanoid Bard kit, Female Only) 9
Available Kits: Tribal Defender, Oracle, Wandering Mystic
Natural Armor Class: 7
Swim Rate 18
No movement or attack penalties when in water.
Amphibious: Can breathe air and water.
Totally Water Adapted: A merfolk out of water is reduced to crawling, giving them a movement rate of 1, and after 1 hour out of water begins to fatally dehydrate, taking 2 damage per hour until they return to the water.
Take double damage from Fire and are instinctively terrified of it.
Weapion Proficiencies: Crossbow, Trident, Javelin
Nonweapon Proficiencies: Alertness, Animal Handling, Animal Lore, Animal Training (Fish), Bowyer/Fletcher, Danger Sense, Direction Sense, Gaming, Hunting, Local History, Mining, Religion, Survival (Aquatic)
Female merfolk also have the NWPs Artistic Ability (Shell Carving, Tapestry Weaving), Chanting, Poetry, Singing and Weaving.

In Sea of Fallen Stars, this variant statblock is given:

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/19, Constitution 3/18, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: +1 Dexterity, -1 Constitution
Racial Class & Level Limits: Fighter 12, Ranger 10, Cleric 12, Speciality Priest 10, Bard Unlimited

The Overcrowded Aquatic Humanoid Niche[edit | edit source]

Merfolk are a pretty iconic "underwater race" in Western culture, but they're far from the only such creatures. And since D&D takes the "everything and the kitchen sink" approach to race design, well, merfolk kind of draw the short straw in that there have been a fuckton of races over the editions who can basically be described as "magical humanoids who live underwater". A short list of them, and only listing the ones that specifically live underwater rather than the "humanoids adapted to life on the coasts or at sea" like the various demihuman subraces from Stormwrack, would include:

  • Aquatic Elves, who are literally "elves, but underwater".
  • Selkies, aquatic fey who can shapeshift into the form of seals.
  • Sirines, which are literally nymphs of the sea.
  • Pahari, which are the Al-Qadim equivalent of merfolk, except they're a) able to transform into pure human and pure fish forms, and b) exclusively women.
  • Tritons, which are either two-tailed merfolk or merfolk with legs depending on the edition.
  • Nereids, the actual oceanic nymph from Greco-Roman mythology.
  • Shalarin, fin-backed sea-people native to the Forgotten Realms.
  • Liminals, which at least are supposed to be "half-merfolk".
  • Sea Kin, the specific Half-Fey born to aquatic fey like selkies, sirines and nereids.
  • Aventi, which are your stock "Atlanteans as humans who can breathe underwater and swim good" race.
  • Koalinths, which are aquatic hobgoblins.
  • Merrow, which began as "ogres, but live underwater".
  • Scrags, which are the troll counterpart to merrow.
  • Malenti, which are aquatic elves, but secretly sharks.

Considering that all of these - which aren't even accounting for the "aquatic beastfolk races like crabfolk or locathah - are able to actually get around on dry land and most of them are playable, and the poor merfolk look even more screwed over.

Gallery[edit | edit source]

Pathfinder Merfolk[edit | edit source]

With a +2 in dexterity, constitution, and charisma with no stat minus, +2 natural armor, and unlike some amphibious races not drying up if they're on land, Merfolk are a fantastic race. The only problem? Sloooow on land. 5 feet move (15 with a trait- still half of everyone else). If you pick a class that gets a way to give them respectable movement and/or you just don't mind being the slowest one around, a solid choice.

They have a Drow equivalent Deep Merfolk race, grey-skinned merfolk who live in the lightless depths of the seafloor.

Deep Merfolk

Monstergirls[edit | edit source]

Mermaids are naturally among the most common monstergirls. They have a very similar problem to centaurs though, in that if they're a nonhuman animal from the waist down, where's their vagina? Also like with the centaur, different approaches to "The Mermaid Problem" have been taken. Some give merfolk the genitalia of fish, thus having fertilization occur externally (sexual interactions with humans are typically of the oral variety in this case). Others instead have the fish part start just below the genitals, which would logically result in a weird hole through the middle of their bodies. Still others have the fish part start above where human genitals would be and just slap on a forward-facing human vagina at waist-height. The simplest approach taken is making mermaids limited shapeshifters, capable of transforming their tail into legs. This is typically paired with a duration limit or need to return to water within a limited time to stop them from being reduced to strictly better humans and keep them sea creatures.

On their page titled "The Mermaid Problem," TVTropes of all sites puts forth the clever idea of replacing the fish tail with a dolphin tail. This is brilliant for more reasons than that article seems to realize, since not only does it simplify a lot of the internal biology by making them fully-fledged mammals, but there's also the fact that dolphins are actually notoriously perverted in regards to sexual behavior, with individuals of both sexes often trying to bone dolphins and non-dolphins alike, and there being so much sex overall that the females of some species have evolved an additional pelvic orifice that exists for the sole purpose of sex. On top of that, since it's hard to hold onto someone you're constantly thrusting into when you A) are floating around in the ocean, B) don't have arms, and C) can't coil around them like a snake or eel, dolphins of both sexes actually have MOTHERFUCKING PREHENSILE GENITALS. Yeah, you're probably getting several ideas right now, aren't you, you perv?

MGE[edit | edit source]

It'd be more surprising if the Monster Girl Encyclopedia didn't have a mermaid mamono. They are portrayed as incurable romantics who yearn to find that special someone. They also have quite a family tree, with Merrow (their perverted cousins), Sea Bishops (mermaid clerics of the sea goddess), Mersharks (aggressive shark-based mermaids), Unagi Joro (lamia-esque eel-maids from Zipangu) and even Selkies (wereseals) making up part of the Mermaid class of mamono.

See Also[edit | edit source]

The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi