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.