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Merfolk 2014

CR 1/8 humanoid

Medium humanoid, chaotic evil


Armor Class
12 (coral armor)
Hit Points
9
Speed
10 ft., swim 40 ft.

STR12 (+1)
DEX10 (+0)
CON12 (+1)
INT10 (+0)
WIS10 (+0)
CHA12 (+1)

Saving Throws
Strength +1, Dexterity +0, Constitution +1, Intelligence +0, Wisdom +0, Charisma +1
Skills
Senses
darkvision 60 ft., passive Perception 10
Languages
Aquan,Common
Challenge
1/8 (25 XP) · Proficiency Bonus +2

Amphibious.

The merfolk can breathe air and water.

Actions

Coral Spear.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Sharpened Shell.

Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) slashing damage.

Bonus Actions

Nimble Rush.

The merfolk takes the Dash or Disengage action.

Reactions

Coral Scrape.

When a creature the merfolk can see hits it with a melee attack while within 5 feet of it, the merfolk can twist its body to scrape the attacker's arm or similar attacking appendage across the rough coral of its armor. The attacker must succeed on a DC 11 DEX save or have disadvantage on the next attack roll it makes before the end of its next turn, as its attacking appendage hurts from the abrasion.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details