Large Monstrosity, Chaotic Evil
Statistics
- Armor Class: 13
- Hit Points: 45 (6d10 + 12)
- Initiative: +2 (score 12)
- Speed: Walk 10 ft., Swim 40 ft.
- Challenge: CR 2, 450 XP, proficiency bonus +2
Abilities
- Strength: 18 (+4); save +4
- Dexterity: 15 (+2); save +2
- Constitution: 15 (+2); save +2
- Intelligence: 8 (-1); save -1
- Wisdom: 10 (+0); save +0
- Charisma: 9 (-1); save -1
Senses and Languages
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Abyssal, Primordial (Aquan)
Traits
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 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. Hit: 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 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.
Source
- Document: System Reference Document 5.2.1
- Version: 5.2.1
- License: CC-BY-4.0
- Pages: 308
- URL: https://www.dndbeyond.com/srd