Monster · CR 2 (450 XP) · 2024 rules

Merrow

Large monstrosity, chaotic evil

  • Armor Class 13 (natural armor)
  • Hit Points 45 ()
  • Speed 10 ft., swim 40 ft.
  • Initiative +2 (12)
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Abyssal, Primordial (Aquan)
  • Challenge 2 (450 XP; PB +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: , reach 5 ft. Hit: 6 () Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn.

Claw. Melee Attack Roll: , reach 5 ft. Hit: 9 () Slashing damage.

Harpoon. Melee or Ranged Attack Roll: , reach 5 ft. or range 20/60 ft. Hit: 11 () Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits