Wednesday, June 18, 2025

Merfolk

Merfolk


 Tier 1 (Levels 1-4) Merfolk

  • Merfolk Warrior

    • CR 1/8 Medium humanoid (Merfolk), neutral Armor Class 11 Hit Points 11 (2d8 + 2) Speed 10 ft., swim 40 ft.
    • STR 10 (+0) DEX 13 (+1) CON 12 (+1) INT 11 (+0) WIS 11 (+0) CHA 12 (+1)
    • Skills Perception +2 Senses passive Perception 12 Languages Aquan, Common Challenge 1/8 (25 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Actions Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
  • Merfolk Scout

    • CR 1 Medium humanoid (Merfolk), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 10 ft., swim 40 ft.
    • STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
    • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages Aquan, Common, plus any one additional language Challenge 1 (200 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Cunning Action. On each of its turns, the merfolk can use a bonus action to take the Dash, Disengage, or Hide action.
    • Sneak Attack (1/Turn). The merfolk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the merfolk that isn't incapacitated and the merfolk doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The merfolk makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
  • Merfolk Berserker

    • CR 2 Medium humanoid (Merfolk), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
    • Speed 10 ft., swim 40 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
    • Senses passive Perception 10 Languages Aquan, Common Challenge 2 (450 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Reckless. At the start of its turn, the merfolk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  • Merfolk Priest

    • CR 2 Medium humanoid (Merfolk), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 10 ft., swim 40 ft.
    • STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
    • Skills Medicine +7, Persuasion +3, Religion +5 Senses passive Perception 13 Languages Aquan, Common, plus any one additional language Challenge 2 (450 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Divine Eminence. As a bonus action, the merfolk can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the merfolk expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
    • Spellcasting. The merfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merfolk has the following cleric spells prepared:
      • Cantrips (at will): light, sacred flame, thaumaturgy
      • 1st level (4 slots): cure wounds, guiding bolt, sanctuary
      • 2nd level (3 slots): lesser restoration, spiritual weapon
      • 3rd level (2 slots): dispel magic, spirit guardians
    • Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
  • Merfolk Knight

    • CR 3 Medium humanoid (Merfolk), any alignment Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 10 ft., swim 40 ft.
    • STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages Aquan, Common Challenge 3 (700 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Brave. The merfolk has advantage on saving throws against being frightened.
    • Actions Multiattack. The merfolk makes two melee attacks.
    • Trident. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage, or 9 (1d10 + 3) piercing damage if used with two hands.
    • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the merfolk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the merfolk. A creature can benefit from only one Leadership die at a time. This effect ends if the merfolk is incapacitated.
    • Reactions Parry. The merfolk adds 2 to its AC against one melee attack that would hit it. To do so, the merfolk must see the attacker and be wielding a melee weapon.
  • Merfolk Veteran

    • CR 3 Medium humanoid (Merfolk), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 10 ft., swim 40 ft.
    • STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
    • Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages Aquan, Common Challenge 3 (700 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Actions Multiattack. The merfolk makes two trident attacks. If it has a shortsword drawn, it can also make a shortsword attack.
    • Trident. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage, or 9 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
    • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
    • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Tier 2 (Levels 5-10) Merfolk

  • Merfolk Elite Warrior

    • CR 5 Medium humanoid (Merfolk), neutral Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 10 ft., swim 40 ft.
    • STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses passive Perception 14 Languages Aquan, Common Challenge 5 (1800 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Actions Multiattack. The merfolk makes two trident attacks.
    • Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands.
    • Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
    • Reactions Parry. The merfolk adds 3 to its AC against one melee attack that would hit it. To do so, the merfolk must see the attacker and be wielding a melee weapon.
  • Merfolk Mage

    • CR 6 Medium humanoid (Merfolk), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 10 ft., swim 40 ft.
    • STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
    • Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages Aquan, Common, plus any three additional languages Challenge 6 (2300 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Spellcasting. The merfolk is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The merfolk has the following wizard spells prepared:
      • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
      • 1st level (4 slots): detect magic, mage armor, magic missile, shield
      • 2nd level (3 slots): misty step, suggestion
      • 3rd level (3 slots): counterspell, fireball, fly
      • 4th level (3 slots): greater invisibility, ice storm
      • 5th level (1 slot): cone of cold
    • Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Merfolk Assassin

    • CR 8 Medium humanoid (Merfolk), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 10 ft., swim 40 ft.
    • STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
    • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses passive Perception 13 Languages Aquan, Common, Thieves' cant plus any one additional language Challenge 8 (3900 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Assassinate. During its first turn, the merfolk has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the merfolk scores against a surprised creature is a critical hit.
    • Evasion. If the merfolk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the merfolk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    • Sneak Attack. Once per turn, the merfolk deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the merfolk that isn't incapacitated and the merfolk doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The merfolk makes two shortsword attacks.
    • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    • Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Merfolk High Priest/Priestess

    • CR 8 Medium humanoid (Merfolk), neutral Armor Class 16 (scale mail) Hit Points 71 (13d8 + 13) Speed 10 ft., swim 40 ft.
    • STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 17 (+3) CHA 18 (+4)
    • Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +4, Stealth +5 Senses passive Perception 16 Languages Aquan, Common Challenge 8 (3900 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Spellcasting. The merfolk is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The merfolk has the following cleric spells prepared:
      • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
      • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
      • 2nd level (3 slots): lesser restoration, protection from poison, web
      • 3rd level (3 slots): conjure animals (2 giant constrictor snakes), dispel magic
      • 4th level (3 slots): control water, divination
      • 5th level (2 slots): insect plague, mass cure wounds
    • Actions Multiattack. The merfolk makes two trident attacks.
    • Trident. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
  • Merfolk Champion/Knight

    • CR 8 Medium humanoid (Merfolk), any alignment Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 10 ft., swim 40 ft.
    • STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
    • Saving Throws Con +5, Int +5, Wis +5 Senses passive Perception 12 Languages Aquan, Common Challenge 8 (3900 XP)
    • Amphibious. The merfolk can breathe air and water.
    • Innate Spellcasting (Psionics). The merfolk's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
      • At will: mage hand (the hand is invisible)
      • 3/day each: jump, misty step, nondetection (self only), tongues
      • 1/day each: plane shift, telekinesis
    • Actions Multiattack. The merfolk makes two trident attacks.
    • Trident. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Tier 3 (Levels 11-16) Merfolk

  • Merfolk War Priest

    • CR 9 Medium Humanoid (Merfolk, Cleric), any alignment Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 10 ft., swim 40 ft.
    • STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
    • Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses passive Perception 13 Languages Aquan, Common Challenge 9 (5000 XP) Proficiency Bonus +4
    • Amphibious. The merfolk can breathe air and water.
    • Actions Multiattack. The war priest makes two Trident attacks, and it uses Holy Water Bolt.
    • Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 10 (3d6) radiant damage.
    • Holy Water Bolt. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and it is blinded until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't blinded.
    • Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
      • At will: light, spare the dying, thaumaturgy
      • 1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivify
    • Bonus actions Healing Light (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  • Merfolk Shadowfin (Based on Drow Shadowblade)

    • CR 11 Medium Humanoid (Merfolk), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 10 ft., swim 40 ft.
    • STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
    • Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Common Challenge 11 (7200 XP) Proficiency Bonus +4
    • Amphibious. The merfolk can breathe air and water.
    • Devil's Sight (Optional). Magical darkness doesn't impede the merfolk's darkvision.
    • Actions Multiattack. The merfolk makes three Shadow Trident attacks.
    • Shadow Trident. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) necrotic damage.
    • Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    • Spellcasting. The merfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
      • At will: dancing lights (perhaps glowing bioluminescence)
      • 1/day each: darkness, faerie fire
    • Bonus actions Shadow Step. When in dim light or darkness (or murky water), the merfolk can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
  • Merfolk Hydromancer (Based on Drow Arachnomancer)

    • CR 13 Medium Humanoid (Merfolk), typically Neutral Armor Class 15 (studded leather) Hit Points 162 (25d8 + 50) Speed 10 ft., swim 40 ft.
    • STR 11 (+0) DEX 17 (+3) CON 14 (+2) INT 19 (+4) WIS 14 (+2) CHA 16 (+3)
    • Saving Throws Con +7, Int +9, Cha +8 Skills Arcana +9, Nature +9, Perception +7, Stealth +8 Damage Resistances cold Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17 Languages Aquan, Common, can speak with aquatic creatures Challenge 13 (10000 XP) Proficiency Bonus +5
    • Amphibious. The merfolk can breathe air and water.
    • Water Control. The merfolk ignores movement restrictions caused by difficult terrain in water.
    • Actions Multiattack. The merfolk makes two attacks: one with its Water Lash or Frost Touch.
    • Water Lash. Melee Spell Attack: +9 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) cold damage.
    • Frost Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage, and the creature must succeed on a DC 17 Constitution saving throw or have its speed reduced by half until the end of its next turn.
    • Spellcasting. The merfolk is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The merfolk has the following wizard spells prepared:
      • Cantrips (at will): ray of frost, shape water, acid splash, mage hand
      • 1st level (4 slots): fog cloud, ice knife, shield, thunderwave
      • 2nd level (3 slots): hold person, misty step, suggestion
      • 3rd level (3 slots): counterspell, sleet storm, tidal wave
      • 4th level (3 slots): control water, ice storm, watery sphere
      • 5th level (2 slots): cone of cold, conjure elemental (water elemental only)
      • 6th level (1 slot): chain lightning
      • 7th level (1 slot): prismatic spray (cold/lightning/acid only)
      • 8th level (1 slot): control weather
    • Bonus actions Change Shape (Recharges after a Short or Long Rest). The merfolk magically polymorphs into a Giant Octopus or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Merfolk Inquisitor

    • CR 14 Medium Humanoid (Cleric, Merfolk), typically Neutral Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 10 ft., swim 40 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses passive Perception 20 Languages Aquan, Common Challenge 14 (11500 XP) Proficiency Bonus +5
    • Amphibious. The merfolk can breathe air and water.
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Actions Multiattack. The inquisitor makes two Abyssal Trident attacks.
    • Abyssal Trident. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): gate
    • Bonus actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Merfolk

  • Merfolk Favored Consort

    • CR 18 Medium Humanoid (Merfolk, Wizard), any alignment Armor Class 15 Hit Points 240 (32d8 + 96) Speed 10 ft., swim 40 ft.
    • STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision 60 ft., passive Perception 18 Languages Aquan, Common Challenge 18 (20000 XP) Proficiency Bonus +6
    • Amphibious. The merfolk can breathe air and water.
    • Actions Multiattack. The merfolk makes two Scimitar attacks and uses Arcane Eruption.
    • Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage.
    • Arcane Eruption (Recharge 5–6). The merfolk creates a burst of magical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The merfolk is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The merfolk has the following wizard spells prepared:
      • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
      • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
      • 2nd level (3 slots): hold person, misty step, suggestion
      • 3rd level (3 slots): counterspell, fireball, fly
      • 4th level (3 slots): greater invisibility, ice storm, wall of fire
      • 5th level (3 slots): cloudkill, cone of cold, dominate person
      • 6th level (1 slot): chain lightning, globe of invulnerability
      • 7th level (1 slot): finger of death, teleport
      • 8th level (1 slot): feeblemind, mind blank
      • 9th level (1 slot): meteor swarm
    • Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the merfolk, the merfolk can use its reaction to impose disadvantage on the attack roll.
  • Merfolk Matron Mother/Patriarch

    • CR 20 Medium Humanoid (Cleric, Merfolk), typically Neutral Evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 10 ft., swim 40 ft.
    • STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 21 Languages Aquan, Common Challenge 20 (25000 XP) Proficiency Bonus +6
    • Amphibious. The merfolk can breathe air and water.
    • Special Equipment. The matriarch/patriarch wields a Magic Staff and a Tentacle Rod.
    • Actions Multiattack. The matriarch/patriarch makes two attacks with its Magic Staff or Tentacle Rod. It can also use Divine Flame.
    • Magic Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
    • Tentacle Rod. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Divine Flame (2/Day). The matriarch/patriarch targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The matriarch/patriarch is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The matriarch/patriarch has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm, planar ally
      • 7th level (1 slot): divine word, resurrection
      • 8th level (1 slot): holy aura, earthquake
      • 9th level (1 slot): gate, true resurrection
    • Bonus actions Coral Favor (Recharge 4-6). The matriarch/patriarch can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the matriarch/patriarch's next turn.
    • Summon Aquatic Ally (1/Day). The matriarch/patriarch magically summons a water elemental, giant shark, or other appropriate aquatic creature of challenge rating 5 or lower. The summoned creature appears in an unoccupied space within 60 feet of the matriarch/patriarch, acts as an ally of its summoner, and can't summon other creatures. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
    • Legendary actions The matriarch/patriarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The matriarch/patriarch regains spent legendary actions at the start of its turn.
      • Compel. The matriarch/patriarch targets one creature within 60 feet of it that it can see. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by the matriarch/patriarch until the end of the matriarch/patriarch's next turn.
      • Staff Attack. The matriarch/patriarch makes one Magic Staff attack.
      • Cast a Spell (Costs 2 Actions). The matriarch/patriarch casts a spell from its list, using a spell slot.

Valeria: In the Beginning

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