# 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.