Monday, June 6, 2011

Mermaids of the Caribbean

This weekend my sons and I saw new Pirates of the Caribbean. The movie itself was a fun watch, neither the best or the worst of the series or the genre. However it did have a standout moment in how it portrayed mermaids. Pretty much after watching On Stranger Tides you won't look at mermaids quite the same way again.

Mermaids have the torso of a woman and the lower body of a fish. They live in schools of 4d6 mermaids. They are capable of limited bursts of great speed allowing them to leap out of the water for 60 feet.

They can execute a charge with the leap to grab an unlucky sailor and drag him down to the depth. The mermaid rolls against AC 10 (effected by the target's dexterity modifier). If the mermaid hits, the target must make a saving throw or be dragged into the water.

In concert, three dozen mermaids have enough strength to capsize a large ship.

The mermaid can use seaweed as an entangling rope. It has a range of 20 feet. The mermaid needs to hit AC 10 (target dexterity modifies) and like the charge the target needs to make a saving throw or be dragged to the mermaid.

Mermaids have an enchanted voice that allows them to cast mass charm 1/day.

A Mermaid's kiss allows a target to breathe underwater as long as the kiss continues.

Mermaids are known to use these abilities to drag sailors down into the depth, drown them, and feed on them.

Mermaids can be attracted by a sailor singing in the area in which they frequent. A mermaid brought onto dry land will have her tail transform into a pair of legs. Legends has it that mermaids use this ability to venture onto dry lands in search of mates. Male children are left with their fathers, while females are taken back at the age of six to be raised in the sea with the mermaid's school.

Majestic Wilderlands:
A mermaid's tears can be harvested for 4d6 x 10d worth of components. The mermaid is aware of her tear's potency will resist any attempts at forcing her to cry. Half the value of the tears if not given willingly.

Mermaid: HD 2; AC 4[15]; Atk fangs (1d6); Move 1 (Swim 18);
Save 16; CL/XP 4/120; Special: Breathe water, Charm, Entangle with Hair, Charge and Grapple


Porky said...

I haven't seen it, but now I'd like to get a look at that part. This is a mermaid for our times.

Jake said...

Finally, the mermaid has become a threat.

Dangerous Brian said...

Ah excellent. Thanks for this. You've just saved me the trouble of doing my own PotC mermaids.