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Merrow, Freshwater

CR 3.00 Humanoid NE Large HD 4
HP
30 (4d8+12)
AC
17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
Init
+4
Speed
40 ft., swim 40 ft.
Fort
+7
Ref
+5
Will
+3
BAB
+3
CMB
+8 (+12 grapple)
CMD
22
Melee
2 claws +6 (1d6+4 plus grab)
Ranged
javelin +6 (1d8+4)
Space
10 ft.
Reach
10 ft.
Racial Modifiers
+4 Stealth in water
str
19
+4
dex
18
+4
con
17
+3
int
6
-2
wis
10
+0
cha
7
-2

Weapons: Simple

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Feats, Traits & Items

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Perception +5, Stealth +2 (+6 in water), Swim +12

Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
View references and cross-links for Merrow, Freshwater

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