Large monstrosity, chaotic evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 75 (10d10 + 20)
- Speed
- swim 40 ft., 10 ft.
- Challenge
- 4 (1,100 XP)
STR
18
+4
DEX
14
+2
CON
15
+2
INT
11
+0
WIS
16
+3
CHA
9
-1
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Abyssal, Aquan
Traits
Amphibious.
The merrow can breathe air and water.
Actions
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 Medium or smaller creature, the merrow can pull it 10 feet closer.
Lightning Bolt (3rd-Level Spell; Requires a Spell Slot).
The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting
Spellcasting.
The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared: