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Merfolk Knight

Medium · Humanoid · CR 3 · Chaotic Evil

Armor Class
15
Hit Points and Hit Dice
52 (8d8+16)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 700
Initiative Bonus +1

Movement

Walk 10 ft (3 m)
Swim 40 ft (12.2 m)
Climb 5 ft (1.5 m)
Crawl 5 ft (1.5 m)

Senses

Darkvision 30 ft (9.1 m)
Passive Perception 12

Saving Throws

Strength +5 Constitution +4 Wisdom +2

Skills

Athletics +5 Perception +2

Languages

Aquan, Common

Traits

Amphibious

The knight can breathe air and water.

Brave

The knight has advantage on saving throws against being frightened.

Actions

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.

Lance

+5 to hit, reach 10 ft (3 m). Hit: 1d12+3 piercing damage.

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.

Multiattack

The knight makes two trident attacks.

Bonus Actions

Trident

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 piercing damage.

The knight makes a trident attack.

About Merfolk Knight

Merfolk Knight is a medium humanoid with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 52 hit points (derived from 8d8+16).

Merfolk Knight has communication capabilities including Aquan, Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Merfolk Knight

1 tips available

When using Merfolk Knight in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Merfolk Knight

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Merfolk Knight?
Merfolk Knight has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Merfolk Knight?
Merfolk Knight is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Merfolk Knight speak?
Merfolk Knight can communicate in Aquan, Common.

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