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
15
Int
8
Str
18
Wis
10
Speed
Swim: 40; Walk: 10
Senses
darkvision 60 ft., passive Perception 10
Actions
  • Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
  • Bite. Melee Attack Roll: +6, reach 5 ft. 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. 9 (2d4 + 4) Slashing damage.
  • Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. 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.
Hit dice
6d10 + 12
Languages
Abyssal, Primordial (Aquan)
Armor detail
natural armor
Special abilities
  • Amphibious. The merrow can breathe air and water.

Source and licence

From System Reference Document 5.2.

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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