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
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