Medium Elemental (Merfolk), Neutral
AC 14    Initiative +2 (12)
HP 20 (3d8 + 6)
Speed 10 ft., Swim 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 16 +3 +3
CHA 12 +1 +1
Resistances Cold
Senses Tremorsense 60ft. (in water only); Passive Perception 13
Languages Common, Primordial (Aquan)
CR 1/2 (XP 100; PB +2)
Traits

Amphibious. The merfolk can breathe air and water.

Aquatic Tremorsense. While submerged in water, the merfolk has tremorsense within the same body of water out to a range of 60 feet.

Actions

Ice Spear. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6+2) Piercing damage plus 5 (1d8) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: If the merfolk is touching at least enough water to fill a 1-foot Cube, the merfolk can cause a spear to magically reform in their hand immediately after a ranged attack.

Description

Cold-hearted and deadly creatures who are well adapted to dark, frigid waters.

Monster Tags: NagahumanoidElementalambusher

Habitat: ArcticCoastalUnderwater

S1nisterGnome

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