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 |
| MOD | +4 | +0 | +2 | -1 | +0 | -1 |
| SAVE | +4 | +0 | +2 | -1 | +0 | -1 |
- Senses
- darkvision 60 ft.; Passive Perception 10
- Languages
- Abyssal, Aquan
- CR
- 2 (XP 450)
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 + 3) 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.