Library / Bestiary

Merrow

CR 2.00 monstrosity chaotic evil Large
Merrow is a large chaotic evil monstrosity.

Merrow is a large chaotic evil monstrosity.

Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears.

Movement: walk 10 ft., swim 40 ft. • Senses: darkvision 60 ft.

Signature traits include Amphibious.

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. 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. 9 (2d4 + 4) Slashing damage.

Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. 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.

STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)
HP
45 (6d10 + 12)
AC
13 (natural armor)
Speed
10 ft., swim 40 ft.
Details
Type
monstrosity
Alignment
chaotic evil
Size
Large
Senses
darkvision 60 ft., passive Perception 10
Languages
Abyssal, Primordial (Aquan)
Source
System Reference Document 5.2.1