Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common
Traits
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
Atlatl Dart
+5 to hit, range 20/60 ft (6.1/18.3 m). Hit: 1d6+3 piercing damage.
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger
+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 piercing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Secrete Oil
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.
About Otterfolk
Otterfolk is a small humanoid with a Challenge Rating of 1/4. It has a chaotic good alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 18 hit points (derived from 4d6+4).
Otterfolk has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Otterfolk
3 tips available
GM Tips: Using Otterfolk
When using Otterfolk in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 15 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
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Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.
Player Guide: Facing Otterfolk
3 strategies available
Player Guide: Facing Otterfolk
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 15 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
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Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 1.
Solo Encounter:
A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 31 XP
- Hard: 46 XP
- Deadly: 62 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Otterfolk?
- Otterfolk has a Challenge Rating of 1/4, making it appropriate for parties of level 0.25.
- What type of creature is Otterfolk?
- Otterfolk is a Small Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Otterfolk speak?
- Otterfolk can communicate in Common.
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