Eelfolk;Medium humanoid;Chaotic Evil;15; Hide armor, shield;19; 3d8 + 6;30 ft. swim 40 ft.;10;13;14;6;10;7; ; Stealth +3; ;Lightning; ;Blindsight 60 ft., Perception 10;Eelfolk; 1/2;100; ; Long Knife.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.; ; Death Burst.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.
Hold Breath.
The eelfolk can hold its breath for 1 hour.
Lunge.
If the eelfolk moves at least 20 feet straight toward a target and then hits it with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
Eelfolk Stromcaller;Medium humanoid;Chaotic Evil;15;Hide armor;117;18d8 + 36;30 ft. swim 40 ft.;11;16;14;8;14;18;;" Intimidation +7, Perception +5, Stealth +8";;Lightning;;Blindsight 60 ft., Perception 15;Eelfolk;6;2,3;;"Multiattack.
The stormcaller makes two claw attacks.
Claws.
Melee Weapon Attack: +6to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashingdamage plus 7 (2d6) lightning damage. ";Lighting Reflexes.
The stormcaller adds 3 to its AC against one melee attack that would hit it. To do so, the stormcaller must see the attacker.; Death Burst.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.
Hold Breath.
The eelfolk can hold its breath for 1 hour.
Innate Spellcasting.
The stormcaller's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect magic, thunderwave
2/day each: call lightning, fog cloud, lightning bolt
Eelfolk Hunter;Medium humanoid;Chaotic Evil;13;Hide armor;37;7d8 + 6;30 ft. swim 40 ft.;14;13;14;6;10;7;;Perception +2, Stealth +5;;Lightning;;Blindsight 60 ft., Perception 15;Eelfolk;1;200;;Multiattack.
The hunter makes two spear attacks.
Spear.
Melee or Ranged Weapon Attacks: +4 to hit, reach 5ft. Or range 20/60 ft., one target. Hit: 6 (1d8 + 2) +iercing damage (two-handed melee attack) or 5 (1d6 + 2) piercing damage (ranged attack).;;Ambusher.
The hunter has advantage on attack rolls against any creature it has surprised.
Death Burst.When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.
Hold Breath.
The eelfolk can hold its breath for 1 hour.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.
Hold Breath.
The eelfolk can hold its breath for 1 hour.
Lunge.
If the eelfolk moves at least 20 feet straight toward a target and then hits it with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.