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Habitat: Coastal, Underwater; Treasure: Individual

Merfolk skirmishers defend their homes from aquatic monsters and invaders from the surface.


Merfolk

Beneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.

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
  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 10 ft., Swim 40 ft.
  • Initiative +1 (11)
STR
10 (0)
DEX
13 (1)
CON
12 (1)
INT
11 (0)
WIS
14 (2)
CHA
12 (1)
  • Saving Throws Str +0, Dex +1, Con +1, Int +0, Wis +2, Cha +1
  • Senses passive Perception 12
  • Languages Common, Primodial (Aquan)
  • Challenge 1/8 (25 XP)
  • Habitat Coastal, Underwater
  • Treasure Individual
  • Amphibious. The merfolk can breathe air and water.

Actions


  • Ocean Spear (Melee). Melee Weapon Attack: +2 to hit, reach 5 ft., One Target. Hit: (1d6) Piercing damage plus (1d4)Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn.
  • Ocean Spear (Ranged). Ranged Weapon Attack: +2 to hit, reach 20/60 ft., One Target. Hit: (1d6) Piercing damage plus (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.
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