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<title>Otterfolk</title>
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<h1>Otterfolk</h1>
<p><em>Small</em> <em>Humanoid</em> <em>chaotic good</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (leather armor)</li>
<li><strong>Hit Points:</strong> 18 (4d6+4)</li>
<li><strong>Speed:</strong> swim 30 ft. walk 25 ft. climb 15 ft.</li>
<li><strong>Challenge Rating:</strong> 1/4 (50 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 288</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
<td>11 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> stealth +5, survival +4</li>
<li><strong>Senses:</strong> darkvision 30 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Hold Breath:</strong> The otterfolk can hold its breath for 15 minutes.</li>
<li><strong>Pack Tactics:</strong> 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.</li>
<li><strong>Reptile Foe:</strong> The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Dagger:</strong> Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</li>
<li><strong>Atlatl Dart:</strong> Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</li>
<li><strong>Secrete Oil (Recharge 4-6):</strong> 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.</li>
</ul>
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