Merrow

Large Monstrosity, chaotic evil


AC
13 (natural armor)
HP
45 (6d10 + 12)
Speed
10 ft., swim 40 ft.
STRDEXCONINTWISCHA
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.