The merfolk can breathe air and water.
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.
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.
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Merfolk Skirmisher — printable monster card
Medium Elemental, Neutral
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
| 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.