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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

STRDEXCONINTWISCHA
Score1815158109
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.