Merrow

Large monstrosity, chaotic evil

Armor Class
13 (natural armor)
Hit Points
45 (6d10 + 12)
Speed
10 ft., swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
8 (โˆ’1)
WIS
10 (+0)
CHA
9 (โˆ’1)
Senses
darkvision 60 ft., passive Perception 10
Languages
Abyssal, Aquan
Challenge
2 (450 XP)

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.

Running this fight? Add the merrow to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.