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Merfolk Wavebender
- STR
- 10 (+0)
- DEX
- 18 (+4)
- CON
- 14 (+2)
- INT
- 13 (+1)
- WIS
- 19 (+4)
- CHA
- 15 (+2)
The merfolk can breathe air and water.
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
The merfolk makes two Aquatic Burst attacks.
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
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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Source: Monster Manual (2025), p. 209 - Licenses and attribution