Amphibious. The merfolk can breathe air and water.
Actions
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
How many merfolk for a fight?
A merfolk is worth 25 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many merfolk fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
8
12
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the merfolk compares at CR 1/8
Against the 18 other challenge 1/8 monsters in the SRD 5.1, the merfolk has more hit points than 11 of them, which makes it tougher than most at its CR. See every CR 1/8 monster.
Statistic
Merfolk
CR 1/8 average
Armor Class
11
12.5
Hit points
11
8
Best attack bonus
+2
+4
2024 stat block: Merfolk Skirmisher
The 2024 Monster Manual revised the merfolk, and the SRD 5.2 carries the new stat block. What changed:
It’s called the Merfolk Skirmisher in the 2024 rules.
Its creature type changed from humanoid to elemental.
Ability scores: WIS 11 → 14.
New in its stat block: Ocean Spear.
Gone from it: Spear.
Armor Class
11
Hit Points
11 (2d8 + 2)
Speed
10 ft., swim 40 ft.
Challenge
1/8 (25 XP)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
13 (+1)
12 (+1)
11 (+0)
14 (+2)
12 (+1)
Senses
passive Perception 12
Languages
Common, Primordial (Aquan)
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.