Merfolk Pikeman (5e Creature)

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Merfolk Pikeman[edit]

Medium humanoid (merfolk), neutral

Armor Class 16 (scale mail)
Hit Points 45 (7d8 + 14)
Speed 10 ft., swim 40 ft.

13 (+1) 14 (+2) 15 (+2) 11 (+0) 11 (+0) 12 (+1)

Skills Athletics +3, Perception +2
Proficiency Bonus +2
Senses passive Perception 12
Languages Aquan, Common
Challenge 1 (200 XP)

Amphibious. The merfolk can breathe air and water.

Charge. If the merfolk moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 7 (2d6) piercing damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Parry. The merfolk adds 2 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.

Trained for combat, this merfolk wields some of the best weaponry that can be made underwater. It even dons unique armor crafted from crustacean shells and fish scales. Powerful piercing weaponry and a fast swimming speed enable a pikeman to perform a devastating rushing strike—which landfolk might compare to the charging attack of a mounted lancer.
Merfolk pikemen are usually found only in merfolk kingdoms that are more organized and technologically advanced than most of their kin. A pikeman is often one of several merfolk soldiers charged with keeping their people safe from predators, merrow, and other threats.

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