Merfolk Hoplite (5e Creature)

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Merfolk Hoplite[edit]

Medium humanoid (merfolk), neutral


Armor Class 18 (breastplate, shield)
Hit Points 150 (20d8 + 60)
Speed 10 ft., swim 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 17 (+3) 11 (+0) 14 (+2) 12 (+1)

Saving Throws Str +8, Dex +5, Con +6
Skills Athletics +8, Intimidation +4, Perception +5
Senses passive Perception 15
Languages Aquan, Common
Challenge 7 (2,900 XP)


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.

ACTIONS

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, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

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.

REACTIONS

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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