Merfolk Wavebender

Monster Manual (2025) p. 209

Tamaño
Mediano
Tipo
elemental
Alineamiento
neutral
CA
14
Iniciativa
4
Puntos de golpe
97 (15d8+30)
Velocidad
walk 10 ft., swim 40 ft.
Salvaciones
Wis +7, Con +5, Dex +7, Cha +5
Habilidades
Perception +7
Resistencias
cold
Percepción pasiva
17
Idiomas
Common, Primordial (Aquan)
Desafío
6
Linaje
Merfolk
Entorno
coastal, underwater
FUE
10
+0
DES
18
+4
CON
14
+2
INT
13
+1
SAB
19
+4
CAR
15
+2

Rasgos

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.

Acciones

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

Reacciones

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.

Conjuros

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

Otros datos

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.