Merfolk Skirmisher

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Description

Medium Elemental, Neutral

Collection: Merfolk

Statistics

  • Armor Class: 11
  • Hit Points: 11 (2d8 + 2)
  • Initiative: +1 (score 11)
  • Speed: Walk 10 ft., Swim 40 ft.
  • Challenge: CR 1/8, 25 XP, proficiency bonus +2

Abilities

  • Strength: 10 (+0); save +0
  • Dexterity: 13 (+1); save +1
  • Constitution: 12 (+1); save +1
  • Intelligence: 11 (+0); save +0
  • Wisdom: 14 (+2); save +2
  • Charisma: 12 (+1); save +1

Senses and Languages

  • Senses: Passive Perception 12
  • Languages: Common, Primordial (Aquan)

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

  • Document: System Reference Document 5.2.1
  • Version: 5.2.1
  • License: CC-BY-4.0
  • Pages: 308
  • URL: https://www.dndbeyond.com/srd