Merfolk Hoplite (5e Creature)
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Medium humanoid (merfolk), neutral
Armor Class 18 (breastplate, shield)
Saving Throws Str +8, Dex +5, Con +6
Amphibious. The merfolk can breathe air and water.
Brave. The merfolk has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the merfolk hits with it (included in the attack).
Phalanx Formation. The merfolk has advantage on attack rolls and Dexterity saving throws while within 5 feet of a merfolk ally wielding a shield.
Multiattack. The merfolk makes three melee attacks or two ranged attacks.
Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage if used with one hand to make a melee attack, 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack, or 8 (1d6 + 5) piercing damage at range.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Parry. The merfolk adds 3 to its AC against one melee attack that would hit it. To do so, the merfolk must see the attacker and be wielding a melee weapon.
Fearless stalwarts, merfolk hoplites live to protect their people. Wielding tridents and massive shields, a wall of hoplites is all but impenetrable underwater, and even on land, where merfolk are at a natural disadvantage, merfolk hoplites are fearsomely capable combatants, though creatures more suited to combat on land are more mobile by far.
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