Merfolk Knight

Family: Merfolk

Medium humanoid (merfolk), lawful good

Armor Class 16 (merfolk armor)
Hit Points 65 (10d8 + 20)
Speed 0 ft., swim 40 ft.

18 (+4) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

Skills Athletics +7, Perception +6, Survival +6
Senses passive Perception 16
Languages Aquan, Common
Challenge 5 (1,800 XP)


  • Amphibious. The merfolk can breathe air and water.
  • Brave. The merfolk has advantage on saving throws against being frightened.


  • Multiattack. The merfolk makes two attacks with its lance or one with its crossbow.
  • Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
  • Coral Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) 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.


The elite troops of the merfolk are the knights. These highly trained warriors can handle almost any opponent. Only the largest, toughest merman are chosen to be a part of this brotherhood.

Serious Soldiers. King always has merfolk knights guarding him. A sizeable garrison of knights is stationed at the king’s home, a massive coral castle.

Wise Warriors. These knights are experts in underwater combat. They are also patient, thoughtful creatures, the finest soldiers of the merfolk community.

Underwater Cavalry. Merfolk knights are often mounted on dolphins or giant sea horses.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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