Wiki › Monsters & Creatures

Merrow A5E

CR 2 monstrosity

Large monstrosity, chaotic evil


Armor Class
13
Hit Points
45 (6d10+12)
Speed
10 ft., swim 40 ft.

STR18 (+4)
DEX10 (+0)
CON14 (+2)
INT10 (+0)
WIS12 (+1)
CHA10 (+0)

Saving Throws
Skills
Senses
darkvision 60 ft., passive Perception 11
Languages
Abyssal, Aquan, Giant, Primordial
Challenge
2 (450 XP) · Proficiency Bonus +2

Amphibious.

The merrow can breathe air and water.

Actions

Claws.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends the merrow can't attack a different creature with its claws.

Harpoon.

Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure the merrow pulls the target up to 20 feet toward the merrow.

Bonus Actions

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the target is grappled.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details