Merfolk Regent

Small or Medium • Humanoid (Merfolk) • Any Alignment

Armor Class 17

Hit Points 135 (18d8 + 54)

Speed 10 ft., swim 50 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
12 (+1)16 (+3)16 (+3)16 (+3)18 (+4)19 (+4)

Saving Throws Int +6, Wis +7, Cha +7

Skills History +6, Insight +7, Perception +7, Persuasion +7

Gear holy symbol

Senses blindsight 60 ft. (while submerged), passive Perception 17

Languages Common, Primordial (Aquan), Sylvan

CR 8 (XP 3,900 or 5,000 in lair, PB +3)

A regal merfolk with red hair and ornate robes, holding a swirl of conjured water.

Amphibious. The merfolk can breathe air and water.

Ocean’s Resilience (1/Day, 2/Day in Lair). If the merfolk fails a saving throw, it can choose to succeed instead. When it does so, its Wave Controller trait's area is reduced by 10 feet until it finishes a long rest.

Siren’s Majesty. When the merfolk casts a spell or changes the effect of its control water spell, Wisdom Saving Throw: DC 15 each creature of the merfolk's choice in a 30-foot emanation originating from it that can see it. Failure: The target becomes charmed until the end of their next turn. Success: The target becomes immune to this effect for 24 hours.

Wave Controller. Ranged attacks against the merfolk and creatures of its choice in a 20-foot emanation originating from the merfolk have disadvantage. Creatures must be submerged in water to be affected.

ACTIONS

Multiattack. The merfolk makes two attacks, using Wave Blade and Moon Ray in any combination.

Wave Blade. Melee or Ranged Spell Attack: +7, reach 5 ft or range 30 ft. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant damage.

Moon Ray. Dexterity Saving Throw: DC 15, one creature within 120 feet of the merfolk that it can see. Failure: 9 (2d8) radiant damage.

Lunar Rejuvenation (1/Day, or 2/Day in Lair). The merfolk regains 22 (5d8) hit points and ends the blinded, deafened, and poisoned conditions on itself.

Spellcasting. The merfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: control water, create or destroy water, water breathing

1/day: conjure elemental (water only)

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the merfolk can expend a use to take one of the following actions. The merfolk regains spent legendary actions at the start of its turn.

Currents’ Favor. The merfolk chooses one creature within 120 feet of it. The target can use its reaction to move up to its speed, provided the target uses its speed to swim. Optionally, the merfolk chooses a hostile creature and halves its swim speed until the end of its next turn.

Moon Ray. The merfolk uses its Moon Ray.

Rolling Wave. The merfolk forms a rolling 30-foot-wide and 10-foot-high wave of water in front of it. The wave then moves 50 feet in the direction the merfolk chooses. Strength Saving Throw: DC 15, each creature in that area. Failure: The target takes 11 (2d10) bludgeoning damage and is knocked prone. Success: Half damage. Failure or Success: The merfolk can't take this action again until the start of its next turn.

Merfolk Regent

Small or Medium • Humanoid (Merfolk) • Any Alignment

Armor Class 15

Hit Points 97 (15d8 + 30)

Speed 10 ft., swim 50 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
12 (+1)14 (+2)14 (+2)14 (+2)16 (+3)17 (+3)

Saving Throws Int +5, Wis +6, Cha +6

Skills History +5, Insight +6, Perception +6, Persuasion +6

Gear holy symbol

Senses blindsight 30 ft. (while submerged), passive Perception 16

Languages Common, Primordial (Aquan), Sylvan

CR 5 (XP 1,800 or 2,300 in lair, PB +3)

A regal merfolk with red hair and ornate robes, holding a swirl of conjured water.

Amphibious. The merfolk can breathe air and water.

Ocean’s Resilience (1/Day, 2/Day in Lair). If the merfolk fails a saving throw, it can choose to succeed instead. When it does so, its Wave Controller trait's area is reduced by 10 feet until it finishes a long rest.

Siren’s Majesty. When the merfolk casts a spell or changes the effect of its control water spell, Wisdom Saving Throw: DC 14 each creature of the merfolk's choice in a 30-foot emanation originating from it that can see it. Failure: The target becomes charmed until the end of their next turn. Success: The target becomes immune to this effect for 24 hours.

Wave Controller. Ranged attacks against the merfolk and creatures of its choice in a 20-foot emanation originating from the merfolk have disadvantage. Creatures must be submerged in water to be affected.

ACTIONS

Multiattack. The merfolk makes two attacks, using Wave Blade and Moon Ray in any combination.

Wave Blade. Melee or Ranged Spell Attack: +6, reach 5 ft or range 30 ft. Hit: 8 (1d10 + 3) slashing damage.

Moon Ray. Dexterity Saving Throw: DC 14, one creature within 120 feet of the merfolk that it can see. Failure: 7 (2d6) radiant damage.

Lunar Rejuvenation (1/Day, or 2/Day in Lair). The merfolk regains 13 (3d8) hit points and ends the blinded, deafened, and poisoned conditions on itself.

Spellcasting. The merfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: control water, create or destroy water, water breathing

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the merfolk can expend a use to take one of the following actions. The merfolk regains spent legendary actions at the start of its turn.

Currents’ Favor. The merfolk chooses one creature within 120 feet of it. The target can use its reaction to move up to its speed, provided the target uses its speed to swim. Optionally, the merfolk chooses a hostile creature and halves its swim speed until the end of its next turn.

Moon Ray. The merfolk uses its Moon Ray.

Rolling Wave. The merfolk forms a rolling 30-foot-wide and 10-foot-high wave of water in front of it. The wave then moves 50 feet in the direction the merfolk chooses. Strength Saving Throw: DC 14, each creature in that area. Failure: The target takes 7 (2d6) bludgeoning damage and is knocked prone. Success: Half damage. Failure or Success: The merfolk can't take this action again until the start of its next turn.

Merfolk Regent

Small or Medium • Humanoid (Merfolk) • Any Alignment

Armor Class 19

Hit Points 153 (18d8 + 72)

Speed 10 ft., swim 50 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
14 (+2)18 (+4)18 (+3)18 (+4)20 (+5)21 (+5)

Saving Throws Int +8, Wis +9, Cha +9

Skills History +8, Insight +9, Perception +9, Persuasion +9

Gear holy symbol

Senses blindsight 60 ft. (while submerged), passive Perception 19

Languages Common, Primordial (Aquan), Sylvan

CR 11 (XP 7,200 or 8,400 in lair; PB +4)

A regal merfolk with red hair and ornate robes, holding a swirl of conjured water.

Amphibious. The merfolk can breathe air and water.

Ocean’s Resilience (2/Day, 3/Day in Lair). If the merfolk fails a saving throw, it can choose to succeed instead. When it does so, its Wave Controller trait's area is reduced by 10 feet until it finishes a long rest.

Siren’s Majesty. When the merfolk casts a spell or changes the effect of its control water spell, Wisdom Saving Throw: DC 17 each creature of the merfolk's choice in a 30-foot emanation originating from it that can see it. Failure: The target becomes charmed until the end of their next turn. Success: The target becomes immune to this effect for 24 hours.

Wave Controller. Ranged attacks against the merfolk and creatures of its choice in a 30-foot emanation originating from the merfolk have disadvantage. Creatures must be submerged in water to be affected.

ACTIONS

Multiattack. The merfolk makes two attacks, using Wave Blade and Moon Ray in any combination.

Wave Blade. Melee or Ranged Spell Attack: +7, reach 5 ft or range 30 ft. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) radiant damage.

Moon Ray. Dexterity Saving Throw: DC 17, one creature within 120 feet of the merfolk that it can see. Failure: 10 (3d6) radiant damage.

Lunar Rejuvenation (1/Day, or 2/Day in Lair). The merfolk regains 22 (5d8) hit points and ends the blinded, deafened, and poisoned conditions on itself.

Spellcasting. The merfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):

At will: control water, create or destroy water, water breathing

2/day: conjure elemental (water only)

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the merfolk can expend a use to take one of the following actions. The merfolk regains spent legendary actions at the start of its turn.

Currents’ Favor. The merfolk chooses one creature within 120 feet of it. The target can use its reaction to move up to its speed, provided the target uses its speed to swim. Optionally, the merfolk chooses a hostile creature and halves its swim speed until the end of its next turn.

Moon Ray. The merfolk uses its Moon Ray.

Rolling Wave. The merfolk forms a rolling 40-foot-wide and 15-foot-high wave of water in front of it. The wave then moves 50 feet in the direction the merfolk chooses. Strength Saving Throw: DC 17, each creature in that area. Failure: The target takes 16 (3d10) bludgeoning damage and is knocked prone. Success: Half damage. Failure or Success: The merfolk can't take this action again until the start of its next turn.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.