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.