11
11 (2d8+2)
walk 10 ft., swim 40 ft.
Perception +2
Aquan, Common
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 Weapon Attack: +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.