Merfolk Wavebender

Medium Elemental, Neutral
Initiative +4 (14)
AC 14
HP 97 (15d8 + 30)
Speed 10 ft., Swim 40 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
10
+0
+0
Dex
18
+4
+7
Con
14
+2
+5

Int
13
+1
+1
Wis
19
+4
+7
Cha
15
+2
+5

Skills Perception +7
Resistances Cold
Senses Passive Perception 17
Languages Common, Primordial (Aquan)
CR 6 (XP 2 300; PB +3)

Traits

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—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.

These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them.
Habitat: Coastal, Underwater
Treasure: Individual
Monster Manual 2024

  1. DnD 5.5 Monsters › Merfolk Wavebender
Merfolk Wavebender