The Wizarding World  world illustration - Low Fantasy theme
Low Fantasy

The Wizarding World

B
BardCollegeFreshman

Following the Second Wizarding War and the Battle at Hogwarts, return to the magical world that enchanted a generation. Not all of Voldemort's Supporters have been caught. A new movement of Pure Blood Supremacy is attempting to pick up where the Dark Lord left off. Will you join them, or stand and fight for the good of all Magical Kind? Headmistress McGonagall awaits your return owl.


Author's Note: I hope you enjoy the map of the Wizarding World. I did my best to make it the most accurate representation that I could with my limited resources. Please let me know your feedback and if you have any suggestions or recommendations for the world.
Played44 times
Cloned7 times
Created
27 days ago
Last Updated
11 days ago
VisibilityPublic
Merfolk
CR 5Medium Humanoid
Merfolk
HP Range80 - 90 (Avg: 85)
AC15
XP1800

Description

Ancient aquatic humanoids with fish-like tails, fiercely territorial and protective of their underwater domains, skilled in water magic and combat.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesMermish
Defenses
Armor Class15
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Control the Tides

Description: The Merperson conjures a localized current to disorient and pull a foe. Attack Bonus: +2 (Wisdom modifier + Proficiency Bonus, or consider making it a spell save DC) Range: 30 ft. Target: One creature within range that is in water. Effect: The target must succeed on a DC 10 Strength saving throw. On a failed save, the target is pulled 15 feet in a direction of the Merperson's choice (often deeper into the water or towards dangers), and their movement speed is halved until the start of the Merperson's next turn. On a successful save, the target is not moved and their speed is not affected.

Summon Aquatic Allies

Description: The Merperson emits a series of guttural shrieks in Mermish, alerting nearby allies. Effect: If there are other Merpeople or Grindylows within 60 feet that can hear it, roll a d6. On a 5 or 6, 1d4 Grindylows (use standard Grindylow stats or a simplified version: AC 12, HP 10, Speed swim 30ft, Bite +3 to hit, 1d4+1 piercing, target grappled) arrive from the depths at the start of the next round. This action can be used once per encounter, or has a chance to recharge as noted.

Tail Slap

Description: The Merperson thrashes its powerful tail. Attack Bonus: +4 (Strength modifier + Proficiency Bonus) Reach: 5 ft. Target: One target 1d4 + 2 Bludgeoning Damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed 5 feet away from the Merperson and be knocked prone (if in water, this means being disoriented and potentially dragged downwards).

Trident strike

The Merperson thrusts its sharpened weapon. Attack Bonus: +4 (Strength modifier + Proficiency Bonus) reach: 5 ft. One target 1d6 + 2 Piercing Damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or have its movement speed reduced by 10 feet until the start of the Merperson's next turn (representing a painful, deep stab hindering movement).

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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