Otterfolk
Small Humanoid (otterfolk), chaotic good (CR 1/4)Armor Class 14 leather armor
Hit Points 18 (4d6+4)
Speed 25 ft., swim 30 ft., climb 15 ft.
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
Challenge Rating 1/4
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.
sizeSmall
typeHumanoid
group
alignmentchaotic good
strength_save
dexterity_save
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intelligence_save
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perception
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cr0.25
reactions
legendary_desc
legendary_actions
special_abilitiesname: Hold Breath,desc: The otterfolk can hold its breath for 15 minutes.,name: Pack Tactics,desc: The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolkās allies is within 5 feet of the creature and the ally isnāt incapacitated.,name: Reptile Foe,desc: The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them.
spell_list
page_no288
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
Find the complete stats on: Open5e
Tome of Beasts 2, page no. 288