rpg—rules

monster

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