Medium Elemental, Neutral
Armor Class 11 Initiative +1 (11) Hit Points 11 (2d8 + 2) Speed 10 ft., Swim 40 ft.
Saving Throws Str +0, Dex +1, Con +1, Int +0, Wis +2, Cha +1
Senses Passive Perception 12
Languages Common, Primordial (Aquan)
Challenge Rating 1/8
The merfolk can breathe air and water.
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.