Merfolk SkirmisherElemental · CR 1/8
Merfolk SkirmisherMedium Elemental, Neutral
STR10+0DEX13+1CON12+1INT11+0WIS14+2CHA12+1
AC11HP11CR1/8SPD10 ft., Swim 40 ft.
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.

Merfolk Skirmisher
Medium Elemental, Neutral
1/8
11Armor Class
11Hit Points
10 ft., Swim 40 ft.Speed
STR10+0
DEX13+1
CON12+1
INT11+0
WIS14+2
CHA12+1

Initiative. +1

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.

Elemental
Monster card

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Merfolk Skirmisher — printable monster card

Medium Elemental, Neutral

  • CR 1/8
  • Elemental
  • Medium

Full stat block

Armor Class
11
Hit Points
11
Initiative
+1
Speed
10 ft., Swim 40 ft.
Senses
Passive Perception 12
Languages
Common, Primordial (Aquan)
Challenge Rating
1/8 (25 XP)
Proficiency bonus
+2
Ability scores
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. 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.

See also