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Merrow

Merrow

Large Monstrosity, chaotic evil

AC13 (natural armor)HP45 (6d10 + 12)Speed10 ft., swim 40 ft., climb 5 ft., crawl 5 ft.

STR
18 (+4)
DEX
15 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)

Sensesdarkvision 60 ft., passive Perception 10LanguagesAbyssal, Primordial (Aquan)CR2 (450 XP)
Traits

Amphibious. The merrow can breathe air and water.

Actions

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.

Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.


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Creature data from the System Reference Document 5.2, CC-BY-4.0. See licensing.