Medium humanoid, chaotic good
- Armor Class
- 11
- Hit Points
- 11 (2d8 + 2)
- Speed
- swim 40 ft., 10 ft.
- Challenge
- 1/8 (25 XP)
STR
10
+0
DEX
13
+1
CON
12
+1
INT
11
+0
WIS
11
+0
CHA
12
+1
- Skills
- Perception +2
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Common, Elvish
Traits
Fey Ancestry.
The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep.
Amphibious.
The sea elf can breathe air and water.
Actions
Spear.
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.