16 (natural armor)
102 (12d8+48)
30 ft., swim 50 ft.
Perception +5, Stealth +6
poison
darkvision 120 ft.
Gill-man
6
The gill-man can breathe air and water.
The gill-man regains 10 hit points at the start of its turn. If the gill-man is poisoned, this trait doesn't function. If the gill-man takes poison damage, this trait doesn't function at the start of the gill-man's next turn. The gill-man dies only if it starts its turn with 0 hit points and doesn't regenerate.
The gill-man doesn't provoke opportunity attacks when it swims out of an enemy's reach.
If the gill-man swims at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
The gill-man makes two attacks with its claws.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.