Merrow
‘We can cross the river soon,’ Ollmhi told Murgi.
‘How do you figure, the river is very wide an swift, it looks dangerous,’ the thief replied.
‘The merrow spoke to Ulonia the river goddess and she said they could help us,’ the priestess said.
‘At what price?’ Murgi inquired.
‘A dance, tomorrow night, in a gazebo across the river near the bank,’ Olmhi answered.
‘Seems a reasonable price to pay. These merrow can dance on land?’ he asked.
‘We shall see, we each get a partner to dance with, better loosen up your legs,’ Olmhi replied with a smile.
‘What?! Me? Dance?’ the thief exclaimed.
‘Yes, so you had better practice and be ready,’ the priestess said while the thief sat on a log and slumped over as a raft slowly made its way toward the river bank near them.
Merrow: AC 4 [+15], HD 3 (13hp), Att 1 claw (1d4) or bite (1d4), THAC0 16 [+3], MV 60’ (20’)/ 120′ (40′) swimming SV D12 W13 P14 B15 S16 (2), ML 10, AL Varies, XP 75, NA 1d4 (1d12), TT Bx2 ▶ Aquatic life: Except for each equinox (a 24 hour period each time) or if sent on a mission for a river deity (maximum three days) a merrow MUST stay near water and cannot be out of it for more than an hour without losing 1d4 hit points per turn (ten minutes). ▶Various alignments: all merrow serve river deities or spirits and are aligned as the ones they follow. They usual do not infight when on a mission, however.
Merrow possess a rubbery green skin splotched with brown brown and black patterns to offer superb camouflage in murky waters (+2 for initiative/surprise). Acting as emissaries and messengers for freshwater deities of rivers, lakes and sometimes really big ponds. Their heads are more human-like than fish and they speak the language of underwater creatures as well as the common tongue. On days (and evenings) of the equinox they may transform to humans with a Charisma of 16 and walk on dry land until the equninox is over. These creatures may also be away from water for up to three days when on a mission from their deities. In human form merrow sometimes carry a dagger, short sword or spear as a weapon. 25% of these creatures know druidic magic, usually linked to air or water.