Merfolk Skirmisher

Medium Elemental, Neutral


AC 11Initiative +1 (11)

HP 11 (2d8 + 2)

Speed 10 ft., Swim 40 ft.


STR
10
Mod +0
Save +0
DEX
13
Mod +1
Save +1
CON
12
Mod +1
Save +1
INT
11
Mod +0
Save +0
WIS
14
Mod +2
Save +2
CHA
12
Mod +1
Save +1

Senses Passive Perception 12

Languages Common, Primordial (Aquan)

CR 1/8 (XP 25; PB +2)

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.