Merclops A5E
CR 7 giant
Huge giant, chaotic evil
The merclops can breathe underwater.
While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
The merclops makes all ranged attacks with disadvantage.
Actions
The merclops makes two melee attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 90 ft. (see Poor Depth Perception) one target. Hit: 27 (4d10 + 5) piercing damage. The target makes a DC 16 Strength saving throw. On a failure the merclops pulls the target up to 30 feet toward the merclops.
Bonus Actions
The merclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
Reactions
When a creature hits the merclops with a melee attack, the merclops readies a powerful strike against its attacker. The merclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details