Merfolk Skirmisher

Monster Manual (2025) p. 209

Size
Medium
Type
elemental
Alignment
neutral
AC
11
Initiative
1
Hit Points
11 (2d8+2)
Speed
walk 10 ft., swim 40 ft.
Passive Perception
12
Languages
Common, Primordial (Aquan)
Challenge
1/8
Lineage
Merfolk
Environment
coastal, underwater
STR
10
+0
DEX
13
+1
CON
12
+1
INT
11
+0
WIS
14
+2
CHA
12
+1

Traits

Proficiency Bonus

+2

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

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.

Other data

description

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.

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