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Monster Manual 2024

Merfolk Wavebender
MEDIUM ELEMENTAL

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

Armor Class: 14

Initiative: +4 (14)

Hit Points: 97 15d8+30

Speed: 10 ft., Swim 40 ft.

Challenge: 6 (XP 2300)
    MOD SAVE
STR 10 +0 +0
DEX 18 +4 +4
CON 14 +2 +2
    MOD SAVE
INT 13 +1 +1
WIS 19 +4 +4
CHA 15 +2 +2

Skills: Perception +7

Resistances: Cold


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. lf 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 Woter


Reactions

Watery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the merfolk.
Response - Strength SavingThrow: DC 15, the triggering enemy.
Failure:14 ( 4d6 ) Cold damage. lf 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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