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Merfolk Wavecaller

Creature 2 — aquatic, humanoid, merfolk

WeaverAQUATICLANDmerfolkhumanoid

Merfolk wavecallers use their primal magic to defend their people. Their ability to asphyxiate airbreathers makes them crucial when surface dwellers invade. Elegant, mysterious, and graceful; all this and more can be said of merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion's oceans, merfolk are as varied in appearance as humans, their skin ranging from pal

Source: pathfinder-monster-core

Perception +8; low-light-vision
Languages common, thalassic
Skills athletics +7 (+9 to Swim), 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

Offense

Melee Dagger (agile, versatile-s) +9, Damage 1d4+3 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +9, Damage 1d4+3 piercing

Abilities

Hydraulic Asphyxiation (divine, water) —
Primal Prepared Spells DC 18, attack +10
1st Charm, Heal, Hydraulic Push
Cantrips (1st) Detect Magic, Electric Arc, Frostbite, Light, Stabilize

WORKS WELL WITH

AnvilAQUATICA durable aquatic bruiser occupies the front line so the caster can keep casting from behind cover.
SnareAQUATICA grappling controller holds a target in place so the caster's save-based effect lands reliably.
FlankerAQUATIC / LANDA mobile skirmisher exploits Off-Guard targets while the caster's effect keeps them from repositioning.

PUNISHES

✖ melee reliance✖ low Fort✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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