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Merfolk Knight A5E

CR 3 humanoid

Medium humanoid, chaotic evil


Armor Class
15
Hit Points
52 (8d8+16)
Speed
10 ft., swim 40 ft.

STR16 (+3)
DEX12 (+1)
CON14 (+2)
INT10 (+0)
WIS10 (+0)
CHA14 (+2)

Saving Throws
Strength +5, Constitution +4, Wisdom +2
Skills
Athletics +5, Perception +2
Senses
darkvision 30 ft., passive Perception 12
Languages
Aquan, Common
Challenge
3 (700 XP) · Proficiency Bonus +2

Amphibious.

The knight can breathe air and water.

Brave.

The knight has advantage on saving throws against being frightened.

Actions

Multiattack.

The knight makes two trident attacks.

Lance.

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.

Bonus Actions

Trident.

The knight makes a trident attack.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details