Merrow

Large · Monstrosity · CR 2

Type
Monstrosity
Size
Large
Alignment
chaotic evil
Armour class
13 (natural armor)
Hit points
45 (6d10 + 12)
Initiative
+2
Speed
10 ft., swim 40 ft.
Saving throws
Strength +4, Dexterity +2, Constitution +2, Intelligence -1, Wisdom +0, Charisma -1
Senses
darkvision 60 ft., passive Perception 10
Languages
Abyssal, Primordial (Aquan)
Challenge
2 (450 XP)
Ability scores
STRDEXCONINTWISCHA
18 (+4)15 (+2)15 (+2)8 (-1)10 (+0)9 (-1)

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.