Merfolk Wavebender

Medium Elemental, Neutral

STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
19 (+4)
CHA
15 (+2)
Amphibious.

The merfolk can breathe air and water.

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

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.

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.

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Merfolk Wavebender

Source: Monster Manual (2025), p. 209 - Licenses and attribution