Merrow
Large Monstrosity, Chaotic Evil
AC 13 Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
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MOD |
SAVE |
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MOD |
SAVE |
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MOD |
SAVE |
| STR |
18 |
+4 |
+4 |
DEX |
15 |
+2 |
+2 |
CON |
15 |
+2 |
+2 |
| INT |
8 |
−1 |
−1 |
WIS |
10 |
+0 |
+0 |
CHA |
9 |
−1 |
−1 |
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)
CR 2 (XP 450; PB +2)
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.