SRD 5.2 SRD 5.2.1 (current printing)

SRD 5.1 SRD 5.1

Merrow

Large Monstrosity, Chaotic Evil

AC 13 (natural armor)

Initiative +2

HP 45 (6d10 + 12)

Speed 10 ft., swim 40 ft., climb 5 ft., crawl 5 ft.

STR DEX CON INT WIS CHA
Score
Save
Senses
passive Perception 10, darkvision 60 ft.
Languages
Abyssal, Primordial (Aquan)
CR
2 (450 XP)

Traits

Amphibious. The merrow can breathe air and water.

Actions

Melee Attack Roll: , reach 5 ft. , and the target has the Poisoned condition until the end of the merrow's next turn.
Melee Attack Roll: , reach 5 ft. .
Melee or Ranged Attack Roll: , reach 5 ft. or range 20/60 ft. . If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.
The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.

DM Options: Monster Talents adds Talents to this creature. View

Monster Weaknesses adds Weaknesses to this creature. View

The Monsters Know What They're Doing adds Tactics to this creature. View

Legendary Bestiary adds Legendary Actions to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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