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D&D 5th Edition

Compendium

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Merfolk

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The merfolk can breathe air and water.

Actions

Spear: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Attributes

Merfolk

Medium humanoid (merfolk), Neutral
  • Armor Class 11
  • Hit Points 11 (2d8+2)
  • Speed 10 ft., swim 40 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Aquan, Common
  • Challenge 1/8 (25 XP)
  • Amphibious. The merfolk can breathe air and water.

Actions


  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8) piercing damage. two handed
  • Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
  • Spear. Ranged Weapon Attack: +2 to hit, reach 20/60 ft., one target. Hit: (1d6) piercing damage.