Merrow
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Basic
Size: Large
Type: monstrosity
Alignment: chaotic evil
Health
Hit Points: 45
Hit Dice: 6d10
HP Roll: 6d10+12
Armor
Type: natural
Value: 13
Movement
Walk: 10 ft.
Fly: None
Swim: 40 ft.
Ability Scores
Strength: 18
Dexterity: 10
Constitution: 15
Intelligence: 8
Wisdom: 10
Charisma: 9
Proficiencies
None
Senses
- darkvision: 60 ft.
- passive_perception: 10
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
None
Condition Immunities
None
Special Abilities
- Amphibious: The merrow can breathe air and water.
Actions
- Multiattack: The merrow makes two attacks: one with its bite and one with its claws or harpoon.
- 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.
Legendary Actions
NoneOther Information
Languages: Abyssal, Aquan
Challenge Rating: 2
Proficiency Bonus: 2
XP: 450