
Merfolk Skirmisher
Medium elemental · CR 1/8 · 25 XP
11 AC · 11 HP
Roll the Merfolk Skirmisher
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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 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.
| Hit points | Chance |
|---|---|
| 8 or more | 84% |
| 11 or more | 56% |
| 15 or more | 16% |
| 17 or more | 5% |
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
Bandit
Blood Hawk
Camel
Cultist
Flying Snake
Giant Crab
Giant Rat
Giant Weasel
Goblin Minion
Guard
Kobold Warrior
Mastiff
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.