Armor Class
10
Hit Points
13
(3d8 + 1)
Speed
10 ft., swim 30 ft.
STR
10
(+0)
DEX
13
(+1)
CON
12
(+1)
INT
11
(+0)
WIS
11
(+0)
CHA
12
(+1)
Saving Throws
WIS +2
Skills
Perception +2
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 60 ft., Passive Perception 12
Languages
Aquan, Common Understands the languages of its creator but can't speak
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Amphibious. The merfolk can breathe air and water.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
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.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Merfolk are aquatic humanoids with the lower body of a fish. They live in small tribes beneath the waves.







Comments