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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