Navy Seal
Navy Seal
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
Roll Initiative! +3
STR 11 (+0)
DEX 17 (+3)
CON 13 (+1)
INT 11 (+0)
WIS 16 (+3)
CHA 10 (+0)
Skills Acrobatics +5, Insight +5, Stealth +5
Senses: Darkvision 60 ft , Passive Perception 13
Languages any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2ORED DEFENSE
Unarmored Defense. While the seal is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Hold Breath. The seal can hold its breath for 15 minutes.
Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The seal makes three unarmed strikes
UNARMED STRIKE
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.
DART
Reactions
DEFLECT MISSILE
Deflect Missile. In response to being hit by a ranged weapon attack, the seal deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the seal catches the missile if it’s small enough to hold in one hand and the seal has a hand free.