Merfolk Salvager

(Ghosts of Saltmarsh)

Medium humanoid (merfolk), Neutral

Armor Class12
Hit Points22 (4d8 + 4)
Speed10 ft., swim 40 ft.
STRDEXCONINTWISCHA
12 (+1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
Saving ThrowsDex +4
SkillsAthletics +3, Perception +2
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 12
LanguagesAquan, Common
Challenge1

Traits

Amphibious.

The salvager can breathe air and water.

Actions

Multiattack.

The salvager makes two attacks with its coral rapier.

Coral Rapier.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Inject Toxin (2/Day).

Melee Attack Roll: +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.