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Merclops A5E

CR 7 giant

Huge giant, chaotic evil


Armor Class
13
Hit Points
126 (11d12+55)
Speed
swim 60 ft.

STR20 (+5)
DEX10 (+0)
CON20 (+5)
INT8 (-1)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Skills
Survival +3
Senses
passive Perception 10
Languages
Giant
Challenge
7 (2,900 XP) · Proficiency Bonus +3

Aquatic.

The merclops can breathe underwater.

Panicked Rage.

While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.

Poor Depth Perception.

The merclops makes all ranged attacks with disadvantage.

Actions

Multiattack.

The merclops makes two melee attacks.

Club.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Harpoon.

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

Thick Skulled (1/Day).

The merclops can end one condition on itself that was imposed through a failed Wisdom saving throw.

Reactions

Big Windup.

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