Otterfolk
Small Humanoid chaotic good
- Armor Class: 14 (leather armor)
- Hit Points: 18 (4d6+4)
- Speed: swim 30 ft. walk 25 ft. climb 15 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 2, page 288
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
17 (+3) |
12 (+1) |
10 (+0) |
14 (+2) |
11 (+0) |
- Skills: stealth +5, survival +4
- Senses: darkvision 30 ft., passive Perception 12
- Languages: Common
Special Abilities
- Hold Breath: The otterfolk can hold its breath for 15 minutes.
- Pack Tactics: The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Reptile Foe: The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them.
Actions
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Atlatl Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Secrete Oil (Recharge 4-6): The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple.
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