Otterfolk

Small Humanoid (otterfolk), chaotic good

Armor Class 14 (leather armor)

Hit Points 18 (4d6+4)

Speed swim +30, walk +25, climb +15

Challenge 1/4

STR
12
+1
DEX
17
+3
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
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.

Source: Tome of Beasts 2 · OGL/Open