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Habitat: Coastal, Underwater; Treasure: Individual

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


Merfolk

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.

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.


Merfolk Wavebender

Medium Elemental, Neutral
  • Armor Class 14
  • Hit Points 97 (15d8 + 30)
  • Speed 10 ft., Swim 40 ft.
  • Initiative +4 (14)
STR
10 (0)
DEX
18 (4)
CON
14 (2)
INT
13 (1)
WIS
19 (4)
CHA
15 (2)
  • Saving Throws Str +0, Dex +7, Con +5, Int +1, Wis +7, Cha +5
  • Skills Perception 7
  • Damage Resistance Cold
  • Senses passive Perception 17
  • Languages Common, Primordial (Aquan)
  • Challenge 6 (2,300 XP)
  • Habitat Coastal, Underwater
  • Treasure Individual
  • Amphibious. The merfolk can breathe air and water.

Actions


  • Multiattack. The merfolk makes two Aquatic Burst attacks.
  • Aquatic Burst (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: (3d10 + 4) Cold damage. If the target is a Large or smaller creature, it has the Prone condition.
  • Aquatic Burst (Ranged). Ranged Weapon Attack: +7 to hit, reach 60 ft., One Target. Hit: (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 (or [[4d6]] (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.
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