Merfolk Knight A5E
CR 3 humanoid
Medium humanoid, chaotic evil
The knight can breathe air and water.
The knight has advantage on saving throws against being frightened.
Actions
The knight makes two trident attacks.
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.
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.
Bonus Actions
The knight makes a trident attack.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details