Sources
CR
Type
Size
Alignment
Movement

Merfolk Salvager

Medium Humanoid (merfolk), Neutral

Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 10 ft., swim 40 ft.
STR
12
+1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
10
+0
CHA
13
+1
Saving Throws DEX +4
Skills Athletics +3, Perception +2
Senses passive Perception 12
Languages Aquan, Common
Challenge 1 (200 XP)

Traits

Amphibious. The salvager can breathe air and water.

Actions

Multiattack. The salvager makes two attacks with its coral rapier.

Coral Rapier. m: +4 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) piercing damage.

Inject Toxin (2/Day). m: +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.

Lore

Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater.