Merrow
Large Monstrosity, Chaotic Evil
- Armor Class
- 13
- Hit Points
- 45 (6d10 + 12)
- Challenge rating
- 2
- CHA
- 9 (-1)
- CON
- 15 (+2)
- DEX
- 15 (+2)
- INT
- 8 (-1)
- STR
- 18 (+4)
- WIS
- 10 (+0)
Large Monstrosity, Chaotic Evil
AC 13 · Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
| Ability | Score | Mod | Save |
|---|---|---|---|
| Str | 18 | +4 | +4 |
| Dex | 15 | +2 | +2 |
| Con | 15 | +2 | +2 |
| Int | 8 | −1 | −1 |
| Wis | 10 | +0 | +0 |
| Cha | 9 | −1 | −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.
Source · SRD 5.2.1 · page 308