Merfolk

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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 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.

Pathfinder Merfolk

With get +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.

MGE

The Monster Girl Encyclopedia has a mermaid mamono, because of course it does. 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 (eel-maids from Zipangu) and even Selkies (wereseals) making up part of the Mermaid class of mamono.

See Also

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