Merfolk Stormcaller
Exploring Eberron p. 243 (Third Party)
- Size
- Medium
- Type
- humanoid (merfolk)
- Alignment
- neutral
- AC
- 15 (natural armor)
- Hit Points
- 156 (24d8+48)
- Speed
- walk 10 ft., swim 40 ft.
- Saving Throws
- Con +5, Wis +6
- Skills
- Nature +4, Perception +6, Survival +6
- Passive Perception
- 16
- Languages
- Aquan, Common, Druidic
- Challenge
- 8
- Lineage
- Merfolk
Traits
Proficiency Bonus
+3
Amphibious
The stormcaller can breathe air and water.
Innate Spellcasting
The stormcaller's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- 3/day each: maelstrom, thunderwave (as a 5th-level spell), tidal wave, watery sphere
- 1/day each: chain lightning
Summon Storm
Once per day, one or more stormcallers can cast control weather as a ritual that takes 10 minutes to perform. For every additional stormcaller involved in performing the ritual, the radius of the spell's effect increases by 1 mile, the duration increases by 2 hours, and they can change the weather by one additional stage every 1d4 × 10 minutes. During the ritual, if the stormcallers take any action other than performing the ritual, they must start over.
Actions
Multiattack
The stormcaller makes three Lightning Lash attacks.
Lightning Lash
Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (4d6) lightning damage.
Reactions
Thunderous Rebuke
In response to another creature the stormcaller can see within 60 feet dealing damage to the stormcaller, it can channel the power of the storm. The creature that damaged it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) thunder damage and be knocked prone.
Spells
Maelstrom, Thunderwave, Tidal Wave, Watery Sphere, Chain Lightning
Other data
description
A stormcaller feels the flow of the tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an entire fleet of ships. The greatest stormcallers have powers beyond what's shown here; the merfolk tell stories of stormcallers who can command the beasts of the sea and transform into mighty squids or whales.
Wardens of the Water. Most merfolk stormcallers seek to maintain balance within their realm. Like the Wardens of the Wood, they strive to protect their region from outside threats, but also to protect foolish outsiders from the dangers of the deeps and the manifest zones the stormcallers guard. However, there are stormcallers who view any intrusion into their waters as an affront that must be punished.
Druidic Speech. Stormcallers know the Druidic language, which they believe to be the language of the world itself. Most stormcallers will parley with any creature who speaks Druidic, but they have high expectations of such beings. A stormcaller may ask a foreign druid to help with an unnatural threat or to serve as a mediator in a local dispute.
Merfolk: Touched by Lamannia, the merfolk of the Thunder Sea have a deep connection to primal forces and planar power. The merfolk shepherd underwater manifest zones, and many can channel druidic magic. At the DM's discretion, merfolk encountered in the Thunder Sea could know a cantrip from the druid spell list.