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Merfolk

Challenge1/8

Revised rules entry: Merfolk Skirmisher. The page keeps the original name for existing links.

Rules source: Monster Manual (2025) · CR: 1/8 · Type: Elemental

Combat statistics

  • Armor Class: 11
  • Hit Points: 11 (2d8 + 2)
  • Speed: Walk 10 ft., Swim 40 ft.
  • Initiative: +1 (11)
  • Challenge: 1/8 (25 XP)
  • Senses: Passive perception 12
  • Languages: Common, Primordial (Aquan)
  • Proficiency Bonus: +2
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: None listed
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 10 (+0) +0
DEX 13 (+1) +1
CON 12 (+1) +1
INT 11 (+0) +0
WIS 14 (+2) +2
CHA 12 (+1) +1

Revised rules text

Traits

Amphibious. The merfolk can breathe air and water.

Actions

Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft.

Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage.

If the target is a creature, its Speed decreases by 10 feet until the end of its next turn.

Hit or Miss: The spear magically returns to the merfolk’s hand immediately after a ranged attack.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 212

Open the original rulebook — PDF page 212 — source PDF is not included in this player reference.

Printed book page: 209.

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative
  • Published monster conversion table (external reference)

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Original campaign references: Merfolk