ᚠᛚᛟᛁ ᚺᚨᚠᚷᚢᚠᚨ
Fae creatures who have been responsible for luring to their deaths many lone travelers across the moors of the Four Kingdoms. Nonetheless, the label “moor mermaid” is an inapposite one, as the moor mermaids have little in common with aquatic mermaids apart from the usual attitudes of the fae and the ability to fatally charm mortals. Moor mermaids appear in small numbers—two or three at a time.
Moor mermaids appear to be attractive men and women, albeit shaggy and unkempt—from the waist up. From the waist down, a moor mermaid’s body is a column of mud through which vague outlines of legs can be seen.
Medium fae, evil
Armor Class 11 (natural armor)
Hit Points 39 (7d8+7)
Speed 30 ft, burrow 30 ft
Str 14 (+2) Dex 13 (+1) Con 12 (+1)
Int 10 (+0) Wis 16 (+3) Cha 16 (+3)
Skills Perception +5, Persuasion +5
Condition Immunities charmed
Damage Vulnerabilities iron weapons
Senses darkvision 60 ft, passive Perception 16
Languages Old English, Fae
Reaction to either fear and loathing or deep desire
Challenge 1 (200 XP)
Enchanting Song (3/day). The moor mermaid sings a magically alluring song. Each human within 60 feet of the moor mermaid that can hear the song must succeed on a DC 13 CHA saving throw or gain the charmed condition until the song ends. The moor mermaid must use an action on subsequent rounds to continue singing. It can stop singing at any time. The song also ends if the moor mermaid is incapacitated.
While charmed by the moor mermaid, a target is incapacitated and ignores the songs of other moor mermaids. If the charmed target is more than 5 feet away from the moor mermaid, the target must move on its turn toward the moor mermaid by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as a pit, and whenever it takes damage from a source other than the moor mermaid, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to the moor mermaid’s song for the next 24 hours.
Fae Vulnerabilities. A moor mermaid rolls with disadvantage for all actions taken while they hear the sound of church bells ringing or while touching silver.
Iron Anathema. A moor mermaid rolls with disadvantage on all actions taken while touching iron. Moor mermaids have disadvantage on saving throws involving iron. When a moor mermaid takes damage from an iron or steel weapon they gain the distracted condition (from the pain) until the end of their next turn.
Swim through the Earth. The moor mermaid can swim through nonmagical, unworked earth at her burrow speed. While doing so, the moor mermaid does not disturb the material it moves through.
ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 7 (2d4+2) slashing damage.
MOTIVES
The moor mermaid is as intelligent as an average human, but evil. So, its wants and needs—to charm and feed upon humans, to practice mischief upon them, to lead them astray to their deaths—will be carried out as if an ordinary human was doing so.
ALLIES
Moor mermaids’ allies tend to be other fae and fae servants such as switched men.