Merfolk Skirmisher
Medium Elemental, Neutral
- Armor Class
- 11
- Hit Points
- 11 (2d8 + 2)
- Challenge rating
- 1/8
- CHA
- 12 (+1)
- CON
- 12 (+1)
- DEX
- 13 (+1)
- INT
- 11 (+0)
- STR
- 10 (+0)
- WIS
- 14 (+2)
Medium Elemental, Neutral
AC 11 · Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 10 ft., Swim 40 ft.
| 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.
Source · SRD 5.2.1 · page 308