Sources
CR
Type
Size
Alignment
Movement

Merfolk Wavebender

Medium Elemental, Neutral

Armor Class 14
Hit Points 97 (15d8 + 30)
Speed 10 ft., swim 40 ft.
STR
10
+0
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
19
+4
CHA
15
+2
Saving Throws DEX +7, CON +5, WIS +7, CHA +5
Skills Perception +7
Damage Resistances cold
Senses passive Perception 17
Languages Common, Primordial (Aquan)
Challenge 6 (2,300 XP)

Traits

Amphibious. The merfolk can breathe air and water.

Spellcasting

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.

Lore

Protectors and Explorers of the Seas