Merfolk Wavecaller

Level 2
Creature· aquaticMediumRemaster
AC 17
HP 30
Speed 5 ft.
Fort +6
Ref +6
Will +10
Perc +8
Size Medium
Common
Spells
Primal Prepared Spells (DC 18, attack +10)
Languages common, thalassic
Senses low-light-vision
Speeds 5 ft., swim 30 ft.
Skills nature +8, religion +8, athletics +7, deception +6
Recall Knowledge society DC 16

Attacks

Melee Dagger +9/+5/+1(agile, versatile S)
Damage: 1d4+3 piercing
Melee Dagger +9/+5/+1(agile, thrown 10 ft., versatile S)
Damage: 1d4+3 piercing

Abilities

Hydraulic Asphyxiationoffensive(divine, water)

Requirements The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath

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).

Description

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