Merfolk Skirmisher

Merfolk Skirmisher

Medium elemental · CR 1/8 · 25 XP

11 AC · 11 HP

Roll the Merfolk Skirmisher

Ocean Spear

Press a roll button. The dice land here.

Stat block

Type
Medium elemental, neutral
Armor Class
11
Hit Points
11 (2d8 + 2)
Speed
10 ft., swim 40 ft.
Challenge
1/8 (25 XP), proficiency +2
Senses
passive perception 12
Languages
Common, Primordial (Aquan)
STRDEXCONINTWISCHA
10
13
12
11
14
12

Merfolk Skirmisher odds against your Armor Class

Chance to hit, then average damage per attack once misses and critical hits are counted.

AttackAC 12AC 14AC 15AC 16AC 18AC 20
Ocean Spear (+2)55%
3.6 dmg
45%
3 dmg
40%
2.7 dmg
35%
2.4 dmg
25%
1.8 dmg
15%
1.2 dmg

Merfolk Skirmisher hit points

The stat block uses the average, 11. Rolled, 2d8 + 2 lands anywhere from 4 to 18.

4: 1.56%5: 3.13%6: 4.69%7: 6.25%8: 7.81%9: 9.38%10: 10.94%11: 12.50%12: 10.94%13: 9.38%14: 7.81%15: 6.25%16: 4.69%17: 3.13%18: 1.56%
4chance of each total for 2d8 + 218
Hit pointsChance
8 or more84%
11 or more56%
15 or more16%
17 or more5%

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 () Piercing damage plus 2 () 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.

Other CR 1/8 monsters

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.