Merrow
Large Monstrosity, Chaotic Evil
AC 13 Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
Ability Scores
STR 18 (+4) Save +4 DEX 15 (+2) Save +2 CON 15 (+2) Save +2
INT 8 (−1) Save −1 WIS 10 (+0) Save +0 CHA 9 (−1) Save −1
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The merrow can breathe both air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack: +6 to hit, reach 5 ft.
Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn.
Claw. Melee Attack: +6 to hit, reach 5 ft.
Hit: 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack: +6 to hit, reach 5 ft. or range 20/60 ft.
Hit: 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.