Merfolk Skirmisher
Medium · Elemental · CR 0.125
- Type
- Elemental
- Size
- Medium
- Alignment
- neutral
- Armour class
- 11 (natural armor)
- Hit points
- 11 (2d8 + 2)
- Initiative
- +1
- Speed
- 10 ft., swim 40 ft.
- Saving throws
- Strength +0, Dexterity +1, Constitution +1, Intelligence +0, Wisdom +2, Charisma +1
- Senses
- passive Perception 12
- Languages
- Common, Primordial (Aquan)
- Challenge
- 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 14 (+2) | 12 (+1) |
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. 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. HitomThe spear magically returns to the merfolk's hand immediately after a ranged attack.
New in the 2024 rules
This does not appear in the 2014 System Reference Document.