Merfolk Knight

Medium Humanoid. CR 3, AC 15, 52 HP. Traits: Amphibious, Brave.

Armor class
15
Hit points
52
Challenge
3
Creature type
Humanoid
Size
Medium

Stat block

Cha
14
Con
14
Dex
12
Int
10
Str
16
Wis
10
Speed
Swim: 40; Walk: 10
Senses
darkvision 30 ft., passive Perception 12
Skills
Athletics: 5; Perception: 2
Actions
  • Multiattack. The knight makes two trident attacks.
  • Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack or 6 (1d6 + 3) piercing damage if thrown.
  • Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack it deals an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet of the knight.
  • Knightly Inspiration (1/Day). The knight inspires creatures of its choice within 30 feet that can hear and understand it. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target itself.
Languages
Aquan, Common
Saving throws
Wisdom: 2; Strength: 5; Constitution: 4
Special abilities
  • Amphibious. The knight can breathe air and water.
  • Brave. The knight has advantage on saving throws against being frightened.

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.