Merrow

Merrow

Large monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 10 ft., swim 40 ft.
  • STR
    18 (+4)
  • DEX
    10 (+0)
  • CON
    15 (+2)
  • INT
    8 (-1)
  • WIS
    10 (+0)
  • CHA
    9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Aquan
  • Challenge 2 (450 XP)
  • Amphibious. The merrow can breathe air and water.

Actions

  • Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
  • Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.