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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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.