Merfolk Salvager

Ghosts of Saltmarsh p. 244

Size
Medium
Type
humanoid (merfolk)
Alignment
neutral
AC
12
Hit Points
22 (4d8+4)
Speed
walk 10 ft., swim 40 ft.
Saving Throws
Dex +4
Skills
Athletics +3, Perception +2
Passive Perception
12
Languages
Aquan, Common
Challenge
1
Lineage
Merfolk
STR
12
+1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
10
+0
CHA
13
+1

Traits

Amphibious

The salvager can breathe air and water.

Actions

Multiattack

The salvager makes two attacks with its coral rapier.

Coral Rapier

Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Inject Toxin (2/Day)

Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn.

recharge

2/DAY

Other data

description

Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater.