Talewrite

Merrow

Large monstrosity, chaotic evil · 2024 rules, SRD 5.2

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

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.

Also in the 2014 rules (SRD 5.1).

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).