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.