Merrow
Large Monstrosity, chaotic evil
- AC
- 13 (natural armor)
- HP
- 45 (6d10 + 12)
- Speed
- 10 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) |
- Saves
- Str +4, Dex +2, Con +2, Int +-1, Wis +0, Cha +-1
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Abyssal, Primordial (Aquan)
- CR
- 2 (XP 450)
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. 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. 9 (2d4 + 4) Slashing damage.
Harpoon.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. 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.