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.
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