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PFS StandardMerfolk Wavecaller

Merfolk wavecallers use their primal magic to defend their people. Their ability to asphyxiate airbreathers makes them crucial when surface dwellers invade.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Merfolk WavecallerCreature 2

Medium Amphibious Humanoid Merfolk 
Source Monster Core pg. 231
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
Melee [one-action] dagger +9 [+5/+1] (agile, versatile S), Damage 1d4+3 piercingRanged [one-action] dagger +9 [+5/+1] (agile, thrown 10 feet, versatile S), Damage 1d4+3 piercingPrimal Prepared Spells DC 18, attack +10; 1st charm, heal, hydraulic push; Cantrips (1st) detect magic, electric arc, frostbite, light, stabilize
Hydraulic Asphyxiation [one-action] (divine, water) Requirements The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath; Effect The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 rounds' worth of air (or twice that on a critical failure).

All Monsters in "Merfolk"

NameLevel
Merfolk Warrior1
Merfolk Wavecaller2

Merfolk

Source Monster Core pg. 231
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 pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea.

Sidebar - Additional Lore Fish out of Water

While merfolk typically keep to their oceans, isolated merchants and diplomats—as well as the occasional merfolk curious about the wonders of the surface world—spend some time near shore. To more easily move on dry land, many merfolk make use of mobility devices. At their simplest, these might be large wheeled tubs of water, though more sophisticated versions include covers to keep the water from sloshing out, glass portholes, and even magic. The versions used by merfolk ambassadors or merchants often look like richly decorated porcelain baths, or even full glass aquariums on enchanted legs.