← Monsters

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.