Merfolk Stormcaller

Medium Elemental, Neutral
EE'24

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.

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 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.

AC 15

Initiative +2 (12)

HP 156 (24d8 + 48)

Speed 10 ft., Swim 40 ft.

STR

11 (+0)

Save +0

DEX

15 (+2)

Save +2

CON

14 (+2)

Save +2

INT

13 (+1)

Save +1

WIS

17 (+3)

Save +6

CHA

14 (+2)

Save +6

Saving Throws WIS +6, CHA +6

Skills Nature +4, Perception +6, Survival +6

Resistances Cold

Senses Passive Perception 16

Languages Common, Druidic, Primordial (Aquan)

CR 8

Traits

Amphibious. The merfolk can breathe air and water.

Actions

Multiattack. The stormcaller makes three Lightning Lash attacks.

Lightning Lash. Melee Attack Roll: +6, reach 15 ft. Hit: 14 (4d6) Lightning damage.

Summon Storm. Once per day, one or more merfolk 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 x 10 minutes. During the casting, if the stormcallers take any action other than performing the Ritual, they must start over.

Spellcasting. The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14): 3/Day Each: Maelstrom, Thunderwave (level 5 version), Tidal Wave, Watery Sphere. 1/Day Each: Chain Lightning.

Reactions

Thunderous Rebuke. Trigger: A creature within 60 feet of the merfolk deals damage to it. Response: Constitution Saving Throw: DC 14, the triggering creature. Failure: 11 (2d10) Thunder damage, and the target has the Prone condition.