Gill-man

Medium monstrosity, neutral

Armor Class

16 (natural armor)

Hit Points

102 (12d8+48)

Speed

30 ft., swim 50 ft.

Skills

Perception +5, Stealth +6

Damage Vulnerabilities

poison

Senses

darkvision 120 ft.

Languages

Gill-man

Challenge

6

Amphibious

The gill-man can breathe air and water.

Regeneration

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.

Swimby

The gill-man doesn't provoke opportunity attacks when it swims out of an enemy's reach.

Torpedo Attack

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.

Actions

Multiattack

The gill-man makes two attacks with its claws.

Claw

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.