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.

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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