5e SRD 5.2.1 · 5.2.1
Merrow
Monsters > Merrow
Large Monstrosity, Chaotic Evil AC 13 Initiative +2 (12) HP 45 (6d10 + 12) Speed 10 ft., Swim 40 ft. MOD SAVE MOD SAVE MOD SAVE Str 18+4+4Dex 15+2+2Con 15+2+2 Int 8−1 −1WIS 10+0+0Cha 9−1 −1 Senses Darkvision 60 ft.; Passive Perception 10 Languages Abyssal, Primordial (Aquan) CR 2 (XP 450; PB +2) 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. Mimic