Merrow
Source: D&D 5.2 SRD Monsters
Large Monstrosity, Chaotic Evil
- AC 13
- Initiative +2 (12)
- HP 45 (6d10 + 12)
- Speed 10 ft., Swim 40 ft.
| Str. | Dex. | Con. | Int. | Wis. | Cha. | |
|---|---|---|---|---|---|---|
| Score | 18 | 15 | 15 | 8 | 10 | 9 |
| Modifier | +4 | +2 | +2 | -1 | +0 | -1 |
| Saving Throw | +4 | +2 | +2 | -1 | +0 | -1 |
- Senses Darkvision 60 ft.; Passive Perception 10
- Languages Abyssal, Primordial (Aquan)
- CR 2 (XP 450; PB +2)
Traits
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, 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 Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, 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.