Merrow

5.5e

large monstrosity, chaotic evil

Challenge 2 (450 XP)

STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)

Defense

Armor Class 13 (natural armor)
Hit Points 45 (6d10+12)
Speed 10 ft., swim 40 ft.

Proficiencies & Senses

Skills Perception +2, Stealth +4
Languages Abyssal, Aquan
Darkvision 60 ft.
Passive Perception 12

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 Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (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 Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.

Reference Text

Merrow are aquatic monstrosities that dwell in coastal waters and underwater regions. They are chaotic evil creatures.