Merfolk Skirmisher
CR 1/8 Elemental
Medium Elemental, Neutral
- AC
- 11 (natural armor)
- Initiative
- +1 (11)
- HP
- 11 (2d8 + 2)
- Speed
- 10 ft., Swim 40 ft.
| Ability | Score | Mod | Save | Ability | Score | Mod | Save | Ability | Score | Mod | Save |
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 10 | +0 | +0 | DEX | 13 | +1 | +1 | CON | 12 | +1 | +1 |
| INT | 11 | +0 | +0 | WIS | 14 | +2 | +2 | CHA | 12 | +1 | +1 |
- Senses
- Passive Perception 12
- Languages
- Common, Primordial (Aquan)
- CR
- 1/8 (XP 25; PB +2)
Traits
Amphibious.
The merfolk can breathe air and water.
Actions
Ocean Spear.
Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Text prepared from downfallx/dnd-5e-srd-markdown and structured data from Open5e, both CC BY 4.0.