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).

Every licence notice Tavern Bag relies on.