Skip to content

Merrow

Size
Large
Type
Monstrosity
Alignment
Chaotic-Evil
Armor Class
13
Speeds
10, swim 40
Strength Score
18
Dexterity Score
10
Constitution Score
15
Intelligence Score
8
Wisdom Score
10
Charisma Score
9
Skill Proficiencies
Death Burst, Innate Spellcasting
Vision
Darkvision (60ft)
Languages Ref
Abyssal, Aquan
Hit Points
45
Resistances
No resistances listed
Languages Prep
Abyssal, Aquan
Languages
Abyssal, Aquan

Large monstrosity, chaotic evil


Armor Class 13 (natural armor)

Hit Points 45 (6d10+12)

Speed 10 ft., swim 40 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

Challenge 2 (450 XP)

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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.