All monsters

Merrow

Large, monstrosity, chaotic evil

CR 2AC 13HP 45 (6d10)

Speed swim 40 ft, walk 10 ft

str
18
(+4)
dex
10
(+0)
con
15
(+2)
int
8
(-1)
wis
10
(+0)
cha
9
(-1)

Senses darkvision: 60 ft., passive_perception: 10

Languages Abyssal, Aquan

Traits

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.