Merrow

Large monstrosity, chaotic evil. CR 2, AC 13, 45 HP. Traits: Amphibious.

Armor class
13
Hit points
45
Challenge
2
Creature type
Monstrosity
Size
Large
Alignment
chaotic evil

Stat block

Cha
9
Con
15
Dex
10
Int
8
Str
18
Wis
10
Speed
10 ft., swim 40 ft.
Senses
darkvision 60 ft., passive Perception 10
Actions
  • Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
  • Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
Languages
Abyssal, Aquan
Special abilities
  • Amphibious. The merrow can breathe air and water.

Source and licence

From System Reference Document 5.1.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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