Merrow
Large Monstrosity chaotic evil
- Armour class
- 13
- Hit points
- 45 (6d10+12)
- Speed
- walk 10 ft., swim 40 ft.
- Challenge
- 2
- 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
Amphibious. The merrow can breathe air and water.
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.
Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
System Reference Document 5.1 · Creative Commons Attribution 4.0
Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.