Merrow CR 2 Large monstrosity

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Monstrosities

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 (βˆ’1)
WIS 10 (+0)
CHA 9 (βˆ’1)

Senses darkvision 60 ft., passive Perception 10

Languages Abyssal, Aquan

Challenge 2 (450 XP)   Proficiency Bonus +2

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.

Where to meet one

The encounter builder rolls the merrow for fights in πŸ–οΈ coast and 🌊 at sea.

More monstrosities

Every monstrosity in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.