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Merfolk Skirmisher

D&D 5e · 2024·Medium Elemental·Neutral

Armor class
11
Hit points
112d8 + 2
Challenge
1/825 XP
Proficiency
+2Initiative +1

Speed 10 ft., Swim 40 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score101312111412
Mod+0+1+1+0+2+1
Save+0+1+1+0+2+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.

Find similar monsters

Movement

Damage dealt

Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0