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Slime Reaver

Small humanoid, neutral evil

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Armor Class 15 (bone armor, see below)
Hit Points 18 (4d6 + 4)
Speed 30 ft., swim 40 ft
Saving Throws Dexterity +4
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Ledean, Slime Reaver
Challenge 1 (200 XP)

Special Traits

  • Bone Armor. Slime reavers wear armor made of giant turtle shells and other bony plates. On a critical hit, the bone armor is destroyed but absorbs all damage dealt. The slime reaver’s AC then becomes 12.
  • Leap. The slime reaver can use its bonus action to leap in the air, up to 10 feet in the air and 20 feet forward in the direction that it was facing. If it lands next to an opponent and makes a successful attack roll, the attack counts as a critical hit.
  • Swamp Camouflage. The slime reaver has advantage on Dexterity (Stealth) checks made to hide in marshes or watery terrain.
  • Water Breathing. Slime reavers are amphibian and can breathe air and water.

Actions

  • Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or be poisoned until the end of the slime reaver’s next turn.
  • Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: a Large or smaller creature is restrained by the net. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within reach on a success. Dealing 5 slashing damage to the net (AC 10) destroys the net and releases the target.
  • Poisoned Short-spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or be poisoned until the end of the slime reaver’s next turn.
  • Slave Rings. Slavery is not only tolerated in slime reaver culture, it is encouraged. Those with ‘landspawn’ slaves have the highest reputation and many slime reaver villages own one or more slaver rings, a ring of water breathing designed so that the wearer cannot breathe air while wearing it. Each set of rings has a master ring, if the slave ventures too far from the master’s location the ring fails utterly and the slave drowns.

Tactics

Slime reavers excel at guerrilla warfare. They rise from reeds or shallow water, attacking the most dangerous foes with nets and darts before closing in for the kill. Those reavers not involved in combat concentrate on netting and capturing anyone who looks like slave material. Spellcasters assist from afar. If a battle starts going against them, they quickly retreat with whatever they can, diving underwater where most opponents cannot follow. Slave-rings are placed on the captured, and all return to the tribe.

Slime reavers are amphibious froglike humanoids that inhabit many of the Scarred Lands’ marshes, swamps and freshwater lakes. Slime reaver druids usually have some sort of shrine to these and other titans.

Slime Reaver Spellcasters

Slime reaver spellcasters are Challenge 2.

A few slime reavers are druids, and have the following feature:

  • Spellcasting. The slime reaver is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following druid spells prepared:
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