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Merfolk WavecallerCreature 7


RareMediumAquaticHumanoidMerfolk
Source Pathfinder #218: Titanbane
Perception +15 (low light vision)
Languages Common, Thalassic, Truespeech
Skills Acrobatics +16, Athletics +15, Deception +17, Diplomacy +17, Nature +15, Performance +20, Religion +15
Str +1, Dex +4, Con +2, Int +0, Wis +0, Cha +6

AC 24; Fort +12; Reflex +15; Will +18;
HP 90
Speed 5 feet (swim 30 feet)

Claw One Action +13 (+9, +5) to hit (agile, finesse, unarmed) 2d6+6 Slashing

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Drowning Melody Reaction (auditory, occult)

Trigger The merfolk or a creature under the effect of their Storm Song within 60 feet is targeted by a spell or auditory effect


Effect The merfolk sings a warbling tune reminiscent of a drowning creature. They attempt a performance check to counteract the triggering spell or effect. The merfolk can't use this ability again for 1d4 rounds.

Storm Song One Action (auditory, concentrate, emotion, incapacitation, mental, occult)

The merfolk sings a discordant tune that buffets the senses like a raging thunderstorm. Non-merfolk creatures in a 120-foot emanation must attempt a DC 25 will save or become Confused for 1 round. The creature can't target merfolk while confused in this way. If the merfolk uses this ability again on subsequent rounds, they extend the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Storm Song, that creature is temporarily immune to Storm Song for 24 hours.


Divine Innate Spells (DC 25, +17 to hit)

Cantrips (4th Level): Daze, Know the Way, Light, Message, Read Aura
1st Level: Command, Fear, Phantom Pain
2nd Level: Calm, Stupefy
3rd Level: Enthrall, Paralyze
4th Level: Suggestion
5th Level: Truespeech (Constant)



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Merfolk

These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.