Merrow

Large monstrosity, chaotic evil

  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., swim 40 ft.
Str. Dex. Con. Int. Wis. Cha.
Score 18 10 15 8 10 9
Modifier +4 +0 +2 -1 +0 -1
Saving Throw +4 +0 +2 -1 +0 -1
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Aquan
  • Challenge 2 (450 XP)

Traits

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.

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.