Merrow

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Description

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