32 lines
1.5 KiB
Markdown
32 lines
1.5 KiB
Markdown
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# Otterfolk
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*Small* *Humanoid* *chaotic good*
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- **Armor Class:** 14 (leather armor)
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- **Hit Points:** 18 (4d6+4)
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- **Speed:** swim 30 ft. walk 25 ft. climb 15 ft.
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- **Challenge Rating:** 1/4 (50 XP)
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- **Source:** Tome of Beasts 2, page 288
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 14 (+2) | 11 (+0) |
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- **Skills:** stealth +5, survival +4
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- **Senses:** darkvision 30 ft., passive Perception 12
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- **Languages:** Common
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### Special Abilities
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- **Hold Breath:** The otterfolk can hold its breath for 15 minutes.
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- **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.
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- **Reptile Foe:** The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them.
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### Actions
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- **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.
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- **Atlatl Dart:** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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- **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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