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