Large Monstrosity, Chaotic Evil
Armor Class 13 Initiative +2 (12) Hit Points 45 (6d10 + 12) Speed 10 ft., Swim 40 ft.
Saving Throws Str +4, Dex +2, Con +2, Int −1, Wis +0, Cha −1
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)
Challenge Rating 2
The merrow can breathe air and water.
The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
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.
Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
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.