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
Damage Vulnerabilities
Fire
Damage Immunities
Cold
Senses
Darkvision, Passive Perception 12
Languages
Aquan, Common
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
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.
Frost Breath (Recharge 6). The merfolk exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Description
Merfolk are aquatic humanoids with the lower body of a fish. They live in small tribes beneath the waves.
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