Merrow
Amphibious Large monstrosity with AC 13 and 45 HP. Makes two attacks per turn using Bite (1d4+4 piercing, Poisoned condition), Claw (2d4+4 slashing), or Harpoon (2d6+4 piercing, me...
Merrow. Large monstrosity, chaotic evil.
Languages: Abyssal, Primordial (Aquan)
Traits: Amphibious
Large monstrosity · chaotic evil
AC 13 · HP 45 · Speed 10 ft., swim 40 ft., climb 5 ft. · Initiative +2
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 18 | 15 | 15 | 8 | 10 | 9 |
| Mod | +4 | +2 | +2 | -1 | +0 | -1 |
| Save | +4 | +2 | +2 | -1 | +0 | -1 |
Senses darkvision 60 ft., passive Perception 10 · Challenge 2 (PB +2)
Traits
Amphibious. The merrow can breathe air and water.
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn.
Claw. Melee Attack Roll: +6, reach 5 ft. 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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