Merfolk Stormbrewer (5e Creature)

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Merfolk Stormbrewer

Medium humanoid (merfolk), neutral


Armor Class 12 (15 with mage armor)
Hit Points 67 (9d8 + 27)
Speed 10 ft., fly 20 ft., swim 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 11 (+0) 11 (+0) 19 (+4)

Saving Throws Wis +3, Con +6, Cha +7
Skills Arcana +3, Perception +3
Damage Resistances lightning, thunder
Senses passive Perception 13
Languages Aquan, Common, Primordial
Challenge 6 (2,300 XP)


Amphibious. The merfolk can breathe air and water.

Spellcasting. The merfolk is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following sorcerer spells:

Cantrips (at will): air slash, lightning field, mage hand, message, shocking grasp
1st-level (4 slots): mage armor*, thunderwave
2nd-level (3 slots): mirror image, misty step, shatter
3rd-level (3 slots): fly, lightning bolt
4th-level (1 slots): ice storm

*The merfolk casts these spells on itself before combat.

ACTIONS

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.


Of all the many merfolk in the world, a stormbrewer is said to be born among them no more than once a century, and two have never met. As the tale goes, its birth heralds an era of tumultuous change for its kingdom—for better or worse.

A stormbrewer wields great magical powers over air and lightning, said to be a gift from merfolk gods. Ferocious spells smite merrow, predators, or other would-be invaders to the merfolk's home.

Although merfolk rarely leave the shallow seawater of their homes, the stormbrewer's power over flight enables it to traverse air and land easily when the need arises. This alone renders the stormbrewer invaluable to its people — rendering it as effective a diplomat and explorer as it is a battlemage.


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