Medium humanoid (elf), Chaotic Good
| Armor Class | 11 |
|---|---|
| Hit Points | 11 (2d8 + 2) |
| Speed | 10 ft., swim 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Elvish |
| Challenge | 1/8 |
The sea elf has advantage on saving throws against being charmed, and magic can't put the sea elf to sleep.
The sea elf can breathe air and water.
Melee or Ranged Attack Roll: +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.