Merfolk Wavecaller

Creature 2
  • Medium
  • aquatic
  • humanoid
  • merfolk
Perception
+8; low light vision
Languages
Common, Thalassic
Skills
Athletics +7, Deception +6, Nature +8, Religion +8
Str +3, Dex +2, Con +0, Int +1, Wis +4, Cha +2
Items
dagger
AC
17; Fort +6, Ref +6, Will +10
HP
30
Speed
5 feet, swim 30 feet

Melee ◆ dagger +9 (agile, versatile s), Damage 1d4+3 piercing

Ranged ◆ dagger +9 (agile, thrown 10 feet, versatile s), Damage 1d4+3 piercing

Primal Prepared Spells DC 18, attack +10; 1st charm, heal, hydraulic push; Cantrips (1st) detect magic, electric arc, frostbite, light, stabilize

Hydraulic Asphyxiation ◆ (divine, water) Requirements The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath

Effect The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become Immobilized for 1 round and immediately lose 1d4 rounds' worth of air (or twice that on a critical failure).

Source: Pathfinder Monster Core

Running this fight? Add the merfolk wavecaller to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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