Medium Humanoid (Merfolk), Neutral
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
Senses Passive Perception 12
Languages Aquan, Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Amphibious. The merfolk can breathe air and water.

Siren Song. Lovely singing voices charm every humanoid or giant within 300 feet. The targets must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends.

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

The Crystal Cave merfolk have long, flowing fins and silvery scales. They have lovely, melodic voices that are enhanced by the vibrating crystals of the cave in which they dwell.
They love anything silver and are willing to trade pearls and bits of gold treasure that they have found on their hunts under the waters. They also have magical potions that can help a surface dweller breathe underwater.

Source: Adventure with MUK - An Adventure Activity Book
Artwork: Me :)

Habitat: CoastalUnderwater

TheGr33nB3an

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