5e:Merfolk Salvager: Difference between revisions
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Revision as of 18:16, 20 April 2024
Merfolk Salvager (Pointer) [1] [2] | ||||||||||||
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Medium Humanoid (Merfolk), Neutral | ||||||||||||
Armor Class: 12 | ||||||||||||
Hit Points: 22 | ||||||||||||
Speed: 10 ft., swim 40 ft. | ||||||||||||
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Saving Throws: Dex | ||||||||||||
Skills: Athletics, Perception | ||||||||||||
Senses: passive perception 12 | ||||||||||||
Languages:
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Habitat: Coastal, Underwater | ||||||||||||
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesAmphibious. [3] The salvager can breathe air and water. ActionsMultiattack. |
Unofficial Description: Merfolk that salvage from shipwrecks
Sources and Notes
- Mike Mearis. Ghosts of Saltmarsh (5e 2014) (2019). Wizards of the Coast. p. 244. "Danger at Dunwater" Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑
- habitat - suggested by Merfolk Dungeon Master's Guide (5e) p.302-305 ↑
- Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. ↑
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Monster data +
Merfolk Salvager (Sort Text: Merfolk Salvager 5e, Size: Medium, Type: Humanoid, Subtypes: Merfolk • Merfolk Salvager, Alignment: Neutral, HP: 22, CR: 1, Features: Amphibious • Multiattack • Coral Rapier • Inject Toxin, Has Lair: No, NPC: No, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: Ghosts of Saltmarsh)
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