Merfolk Knight
Medium Humanoid, (CR 3)Armor Class 15
Hit Points 52 (8d8+16)
Speed 10 ft., swim 40 ft.
16 (+3)
12 (+1)
14 (+2)
10 (+0)
10 (+0)
14 (+2)
Skills
Senses darkvision 30 ft., passive Perception 12
Languages Aquan, Common
Challenge Rating 3
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.
sizeMedium
typeHumanoid
group
alignment
strength_save5
dexterity_save
constitution_save4
intelligence_save
wisdom_save2
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr3
reactions
legendary_desc
legendary_actions
special_abilitiesname: Amphibious,desc: The knight can breathe air and water.,name: Brave,desc: The knight has advantage on saving throws against being frightened.
spell_list
page_no329
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 329