Merfolk Hoplite (5e Creature)
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Medium humanoid (merfolk), neutral
Amphibious. The merfolk can breathe air and water.
Brute. A melee weapon deals one extra die of its damage when the merfolk hits with it (included in the attack).
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.
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.