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Otterfolk 2014

CR 1/4 humanoid

Small humanoid, chaotic good


Armor Class
14 (leather armor)
Hit Points
18 (4d6+4)
Speed
25 ft., climb 15 ft., swim 30 ft.

STR12 (+1)
DEX17 (+3)
CON12 (+1)
INT10 (+0)
WIS14 (+2)
CHA11 (+0)

Saving Throws
Skills
Stealth +5, Survival +4
Senses
darkvision 30 ft., passive Perception 12
Languages
Common
Challenge
1/4 (50 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details