N Medium Aquatic Humanoid Merfolk
Senses Perception +8; low-light vision
Languages Aquan, Common
Skills Athletics +7 (+9 to Swim), Deception +6, Nature +8, Religion +8
Str +3, Dex +2, Con +1, Int +0, Wis +4, Cha +2
Items dagger AC 17; Fort +7, Ref +6, Will +10
Speed 5 feet, swim 30 feet
Melee dagger +9 (agile, versatile S), Damage 1d4+3 piercing
Ranged dagger +9 (agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing
Primal Prepared Spells DC 18, attack +10; 1st charm, heal, hydraulic push; Cantrips (1st) dancing lights, detect magic, electric arc, ray of frost, stabilize
Hydraulic Asphyxiation (divine, evocation, 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 actions' worth of air (or twice that on a critical failure).
Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic.