Large monstrosity, chaotic evil
- Armor Class
- 13
- Hit Points
- 45 (6d10 + 12)
- Speed
- swim 40 ft., 10 ft.
- Challenge
- 2 (450 XP)
STR
18
+4
DEX
15
+2
CON
15
+2
INT
8
-1
WIS
10
+0
CHA
9
-1
- Senses
- Darkvision 60 ft., passive Perception 10
- Languages
- Abyssal, Primordial (Aquan)
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. Hit: 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. Hit: 9 (2d4 + 4) Slashing damage.
Harpoon.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 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.