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5ead/monsters/md/tome_of_beasts_2/otterfolk.md
2025-06-07 07:58:30 -05:00

1.5 KiB

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.