Monster
Merfolk Wavebender
Official reference · XMM · 2024
- Creature type
- Elemental
- Size
- Medium
- Armor class
- 14
- Hit points
- 97 (15d8 + 30)
- Speed
- Walk 10 ft., Swim 40 ft.
- Challenge rating
- 6
- Alignment
- Neutral
- Strength
- 10
- Dexterity
- 18
- Constitution
- 14
- Intelligence
- 13
- Wisdom
- 19
- Charisma
- 15
- Passive Perception
- 17
- Saving Throws
- dex: +7; con: +5; wis: +7; cha: +5
- Skills
- perception: +7
- Languages
- Common, Primordial (Aquan)
- Resistances
- cold
Traits
Amphibious
The merfolk can breathe air and water.
Actions
Multiattack
The merfolk makes two Aquatic Burst attacks.
Aquatic Burst
Melee Ranged Attack: +7, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4) Cold damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Watery Rebuke
Trigger: An enemy the merfolk can see enters a space within 5 feet of the merfolk. Response:Strength Saving Throw: DC 15, the triggering enemy. Failure: 14 (4d6) Cold damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water.
The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):
At will: Elementalism, Light
1/day each: Control Water, Create or Destroy Water