Free interactive D&D 5e SRD stat block

Merfolk Skirmisher

Medium Elemental, CR 1/8, AC 11, 11 HP. Neutral.

Medium Elemental, Neutral

AC
11
Initiative
+1 (11)
HP
11 (2d8+2)
Speed
10 ft., Swim 40 ft.
ScoreModSave
STR 10 +0 +0
DEX 13 +1 +1
CON 12 +1 +1
INT 11 +0 +0
WIS 14 +2 +2
CHA 12 +1 +1
Senses
Passive Perception 12
Languages
Common, Primordial (Aquan)
CR
1/8 (XP 25; PB +2)

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.

How to run Merfolk Skirmisher

A merfolk skirmisher is a coastal patrol with a magical javelin. The encounter only works if the party is at least partly in or near water. With a 10 ft. walk speed and a 40 ft. swim, this fish-out-of-water becomes one of the worst threats in the SRD on a riverbank, dock, or flooded ruin and one of the most embarrassing on a dry road. Pick the terrain or do not run the encounter.

Open from the water at range. Ocean Spear is the entire kit: +2 to-hit, range 20/60 ft., 3 piercing plus 2 cold, and the spear magically returns to the merfolk's hand after every ranged attack. The hit also drops the target's speed by 10 ft. until the end of its next turn. That speed reduction is the actual threat. A patrol of four skirmishers throwing every round can stack the slow on a melee fighter trying to wade across a stream and keep them there indefinitely. The damage is irrelevant; the kiting is what kills.

Run them as a school. Three to six skirmishers swimming in a loose line, throwing in a rolling volley so at least one spear lands per round, then diving and surfacing 30 ft. away in any direction. Amphibious means they breathe air and water both, so they can pop up under a dock, behind a moored boat, or inside a flooded temple antechamber. The party that tries to swim after them loses; the party that holds the shoreline and forces them to come ashore wins, because the skirmishers' walk speed is 10 ft. and they are AC 11 with 11 HP.

A merfolk patrol does not die for the reef. Once two of the school are down or the party brings out area-of-effect spells, the survivors dive deep and disappear. They report back to a tribe leader. The next encounter has names.

Have one of them surface, throw a spear at the party's loudest member, and shout one word in Primordial (Aquan) before diving. The party will spend a session figuring out what it meant.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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