Merrow

Large Monstrosity, Chaotic Evil


AC 13Initiative +2 (12)

HP 45 (6d10 + 12)

Speed 10 ft., Swim 40 ft.


STR
18
Mod +4
Save +4
DEX
15
Mod +2
Save +2
CON
15
Mod +2
Save +2
INT
8
Mod -1
Save -1
WIS
10
Mod +0
Save +0
CHA
9
Mod -1
Save -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.