Merrow Mage
Large Monstrosity. CR 4, AC 13, 45 HP. Traits: Amphibious, Regeneration, Innate Spellcasting.
- Armor class
- 13
- Hit points
- 45
- Challenge
- 4
- Creature type
- Monstrosity
- Size
- Large
Stat block
- Cha
- 14
- Con
- 14
- Dex
- 10
- Int
- 10
- Str
- 18
- Wis
- 12
- Speed
- Swim: 40; Walk: 10
- Senses
- darkvision 60 ft., passive Perception 11
- Skills
- Actions
- Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends the merrow can't attack a different creature with its claws.
- Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure the merrow pulls the target up to 20 feet toward the merrow.
- Languages
- Abyssal, Aquan, Giant, Primordial
- Special abilities
- Amphibious. The merrow can breathe air and water.
- Regeneration. The merrow regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.
- Innate Spellcasting. The mages innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).