Merrow, Freshwater
- HP
- 30 (4d8+12)
- AC
- 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
- Speed
- 40 ft., swim 40 ft.
- Init
- +4
- Melee
- 2 claws +6 (1d6+4 plus grab)
- Ranged
- javelin +6 (1d8+4)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +3
- CMB
- +8 (+12 grapple)
- CMD
- 22
- Fort
- +7
- Ref
- +5
- Will
- +3
- Racial Modifiers
- +4 Stealth in water
Weapons: Simple
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Perception +5, Stealth +2 (+6 in water), Swim +12
- Type
- Humanoid
- Alignment
- NE
- Size
- Large
- Environment
- temperate lakes or rivers
- Organization
- solitary, pair, gang (3-4), or family (5-16)
- Treasure
- standard (2 javelins, other treasure)
- Senses
- low-light vision; Perception +5
- Languages
- Giant
- Source
- Bestiary 2
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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