15 (hide armor, shield)
19 (3d8 + 6)
30 ft., swim 40 ft.
Stealth +3
lightning
blindsight 60 ft.
Eelfolk
1/2
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.
The eelfolk can hold its breath for 1 hour.
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.