Aquatic Miniblin (5e Creature)

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Aquatic Miniblin[edit]

Small humanoid (moblin), chaotic evil

Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 20 ft., swim 20 ft.

12 (+1) 15 (+2) 13 (+1) 6 (-2) 7 (-2) 9 (-1)

Skills Athletics +3, Deception +1, Stealth +4
Senses darkvision 60 ft., passive Perception 8
Languages can understand and speak Blin, but can't read or write
Challenge 1/2 (100 XP)

Pack Tactics. The miniblin has advantage on an attack roll against a creature if at least one of the miniblin's allies is within 5 feet of the creature and the ally isn't incapacitated.


Multiattack. The miniblin makes two melee attacks.

Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used in two hands to make a melee attack.

See Miniblin (5e Creature).

A minority of miniblin tribes have adapted to living in or near the ocean, as evidenced by fins replacing their horns. They spend much of their time swimming in aquatic environments, out of the reach of most other moblins. They are consequently not only physically stronger than most miniblins, but more independent. These aquatic miniblins—sometimes called pirate miniblins—are known to ambush trade routes of ships by swimming aboard mid-course.

See also[edit]

  • Moblin, the race to which this creature belongs
  • Miniblin, the more common terrestrial variety of miniblin, and the subrace to which this creature belongs
  • Miniblin captain, a miniblin or aquatic miniblin talented and trained in the rigors of combat

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