Merclops
Huge Giant. CR 7, AC 13, 126 HP. Traits: Panicked Rage, Poor Depth Perception, Aquatic.
- Armor class
- 13
- Hit points
- 126
- Challenge
- 7
- Creature type
- Giant
- Size
- Huge
Stat block
- Cha
- 10
- Con
- 20
- Dex
- 10
- Int
- 8
- Str
- 20
- Wis
- 10
- Speed
- Swim: 60
- Senses
- passive Perception 10
- Skills
- Animal: 0; Survival: 3
- Actions
- Multiattack. The merclops makes two melee attacks.
- Club. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
- Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 90 ft. (see Poor Depth Perception) one target. Hit: 27 (4d10 + 5) piercing damage. The target makes a DC 16 Strength saving throw. On a failure the merclops pulls the target up to 30 feet toward the merclops.
- Languages
- Giant
- Reactions
- Big Windup. When a creature hits the merclops with a melee attack, the merclops readies a powerful strike against its attacker. The merclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
- Special abilities
- Panicked Rage. While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
- Poor Depth Perception. The merclops makes all ranged attacks with disadvantage.
- Aquatic. The merclops can breathe underwater.
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).