Medium Humanoid, Chaotic Evil
Armor Class 13 (hide armor)
Hit Points 37 (7d8 + 6)
Speed 30 ft., swim 40 ft.
STR
14 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +2, Stealth +5
Damage Immunities Lightning
Senses Blindsight 60 ft., Passive Perception 12
Languages Eelfolk
Challenge 1 (200 XP)
Proficiency Bonus +2

Death Burst. When the eelfolk dies, it explodes in a burst of pent-up electricity.  Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.

Hold Breath. The eelfolk can hold their breath for 1 hour.

Lunge. If the eelfolk move at least 20 feet straight toward a target and then hits with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Ambusher. The hunter has advantage on attack rolls against any creature it has surprised.

Actions

Multiattack. The hunter makes two spear attacks

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage (two-handed melee) or 5 (1d6+2) piercing damage (range attack).

Environment: CoastalUnderwater

Renokhan

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