Merrow
Large Monstrosity, Chaotic Evil
AC 13 Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
| Ability (Score) | Modifier | 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.