Merfolk Wavebender

Monster Manual (2025) p. 209

Size
Medium
Type
elemental
Alignment
neutral
AC
14
Initiative
4
Hit Points
97 (15d8+30)
Speed
walk 10 ft., swim 40 ft.
Saving Throws
Wis +7, Con +5, Dex +7, Cha +5
Skills
Perception +7
Resistances
cold
Passive Perception
17
Languages
Common, Primordial (Aquan)
Challenge
6
Lineage
Merfolk
Environment
coastal, underwater
STR
10
+0
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
19
+4
CHA
15
+2

Traits

Proficiency Bonus

+3

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Amphibious

The merfolk can breathe air and water.

Actions

Multiattack

The merfolk makes two Aquatic Burst attacks.

Aquatic Burst

Melee or Ranged Attack Roll: +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.

Spellcasting

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

Reactions

Watery Rebuke

Trigger: An enemy the merfolk can see enters a space within 5 feet of the merfolk. Response: dStrength 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.

Spells

Elementalism [5.5e], Light [5.5e], Control Water [5.5e], Create or Destroy Water [5.5e]

Other data

description

Beneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion.

Merfolk Wavebender: These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them.