Medium Humanoid (Merfolk), Neutral
Armor Class 12 natural armor
Hit Points 27 (5d8 + 5)
Speed 10 ft., Swim 40 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws CON +3, CHA +5
Skills Performance +5
Senses Passive Perception 11
Languages Aquan, Common Aquan, Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amphibious. Ari can breathe air and water.

Tail Transformation. Ari can activate her magical seashell necklace to polymorph her tail into humanoid legs. When she does this, her regular speed and swim speed become 30 ft. Ari can dismiss this ability as a bonus action.

Spellcasting. Ari is a 3rd-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Ari has following sorcerer spells prepared:
Cantrips (at will): dancing lights, minor illusion, shocking grasp
1st level (4 slots): color spray, sleep                                                                                       2nd level (2 slots): mirror image, misty step

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.

Description

Description: Ari is a well-paid employee of the tavern; her dance shows are a local attraction that people regularly flock to. The merfolk’s relationship with Tofdir supposedly goes back to his smuggling days. Some say that Ari still controls underground businesses and her dancing is simply a hobby or a cover. She pretends to be mute to avoid talking with patrons.

Combat Tactics: Ari tries her best to avoid entering a fight since she doesn’t want to attract the local authorities. If pressed into combat, however, she will try to end things without bloodshed.

Ninjagoking890

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