Merfolk WarriorCreature 1
Source Pathfinder Monster Core
Perception +6 (low light vision)
Languages Common, Thalassic
Skills Athletics +5, Medicine +4
Str +2, Dex +4, Con +1, Int +1, Wis +1, Cha +0
AC 18; Fort +6; Reflex +9; Will +4;
HP 19
Speed 5 feet (swim 30 feet)
Trident
+7 (+2, -3) to hit 1d8+2 PiercingTrident
+9 (+4, -1) to hit (thrown 20) 1d8+2 PiercingAquatic Dash

The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike at the end of their movement, or Swim once and Strike at any point during their movement.
Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force.
Elegant, mysterious, and graceful; all this and more can be said of merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion's oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
MerfolkThese aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.