Merfolk Hydromancer

Medium humanoid (merfolk), neutral good

Armor Class

15 (natural armor)

Hit Points

91 (14d8 + 28)

Speed

30 ft., swim 50 ft.

STR

11 (+0)

DEX

14 (+2)

CON

14 (+2)

INT

19 (+4)

WIS

17 (+3)

CHA

14 (+2)

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical weapons

Senses

darkvision 60 ft., passive Perception 13

Saving Throws

Int +8, Wis +7, Cha +6

Skills

Arcana +8, Nature +8, Persuasion +6

Languages

Aquan, Common

Challenge

9 (5,000 XP)

Amphibious. The merfolk can breathe air and water.

Aquatic Travel. The merfolk uses surges of conjured water to propel its body forward when on land, allowing it to move rapidly despite its lack of standard ground travel.

Spellcasting. The merfolk is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following Wizard spells prepared:

  • Cantrips (at will): dancing lights, frostbite, shape water

  • 1st level (4 slots): comprehend languages, shield, silent image

  • 2nd level (3 slots): blur, hold person

  • 3rd level (3 slots): tidal wave, wall of water

  • 4th level (3 slots): control water, greater invisibility, watery sphere

  • 5th level (2 slots): cone of cold, dominate person

  • 6th level (1 slots): globe of invulnerability, otiluke’s freezing sphere

Actions

Multiattack. The merfolk makes two attacks with its staff.

Staff. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 14 (3d8) cold damage.

Torrent of Water. Target creature within 60 feet must succeed on a DC 16 Dexterity saving throw or take 33 (6d10) cold damage as a powerful torrent of freezing water flows over them. If a creature fails this saving throw by 10 or more, its movement speed is reduced to 10 ft. on its next turn.

Tether of the Tides (Recharge 5-6). The merfolk binds two targets together with a stream of ice cold water. If either target tries to move more than 20 feet away from its bound partner, it must expend 2 feet of movement for every 1 foot traveled and it takes 11 (2d10) cold damage for every 5 feet traveled.

medium
humanoid
cr9
nerzugals-extended-bestiary