Merfolk Salvager

Ghosts of Saltmarsh p. 244

Tamaño
Mediano
Tipo
humanoid (merfolk)
Alineamiento
neutral
CA
12
Puntos de golpe
22 (4d8+4)
Velocidad
walk 10 ft., swim 40 ft.
Salvaciones
Dex +4
Habilidades
Athletics +3, Perception +2
Percepción pasiva
12
Idiomas
Aquan, Common
Desafío
1
Linaje
Merfolk
FUE
12
+1
DES
14
+2
CON
12
+1
INT
11
+0
SAB
10
+0
CAR
13
+1

Rasgos

Amphibious

The salvager can breathe air and water.

Acciones

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

Otros datos

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.