Talewrite

Merrow

Large monstrosity, chaotic evil · 2014 rules, SRD 5.1

Armor Class
13 (natural)
Hit Points
45 (6d10+12)
Speed
10 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4)10 (+0)15 (+2)8 (-1)10 (+0)9 (-1)
Senses
darkvision 60 ft., passive perception 10
Languages
Abyssal, Aquan
Challenge
2 (450 XP)

Traits

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
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 Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).