Merrow
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.
- HP
- 45 (6d10 + 12)
- AC
- 13 (natural armor)
- Speed
- 10 ft., swim 40 ft.
- 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
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