Merrow

Large Monstrosity, Chaotic Evil

Armor Class 13   Initiative +2 (12)   Hit Points 45 (6d10 + 12)   Speed 10 ft., Swim 40 ft.

STR18 (+4)
DEX15 (+2)
CON15 (+2)
INT8 (-1)
WIS10 (+0)
CHA9 (-1)

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

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 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.

Claw

Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.

Harpoon

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.

Use the Merrow in your game
Open the free Tabletop Toolkit DM screen: run encounters, roll initiative, and track combat online — no sign-up needed.