Medium elemental, Neutral
| Armor Class | 14 |
|---|---|
| Hit Points | 97 (15d8 + 30) |
| Speed | 10 ft., swim 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 14 (+2) | 13 (+1) | 19 (+4) | 15 (+2) |
| Saving Throws | Cha +5, Con +5, Dex +7, Wis +7 |
|---|---|
| Skills | Perception +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 17 |
| Languages | Common, Primordial (Aquan) |
| Challenge | 6 |
The merfolk can breathe air and water.
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.
Trigger: An enemy the merfolk can see enters a space within 5 feet of the merfolk. dstr 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.
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 each/day: Control Water, Create or Destroy Water