AC
13
Initiative
+2 (12)
HP
45
(6d10 + 12)
Speed
10 ft., swim 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 18 | +4 | +4 |
DEX | 15 | +2 | +2 |
CON | 15 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 8 | -1 | -1 |
WIS | 10 | +0 | +0 |
CHA | 9 | -1 | -1 |
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Abyssal, Primordial (Aquan)
CR
2 (XP 450; PB +2)
Traits
Amphibious. The merrow can breathe air and water.
Actions
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself.
Badass
My favorite of the semi-humanoid aquatic races, just behind Sahuagin due to a lack of variety(Only the normal variant, extortionist from DoSI, and the shallowpriest from EGW).
Dexterity got a big boost from 10 to 15, raising the modifier from +0 to +2.
Multiattack was reworded from "One bite, one Claws or Harpoon" to "Two attacks, using Bite, Claws, or Harpoon in any combination." Now, RAW, they don't make only one ranged attack.
Bite's damage was reduced from 8(1d8+4) to 6(1d4+4), but now poisons the target until the Merrow's next turn. Harpoon is the most changed, as the effect used to be "a Huge or smaller creature hit with the harpoon must succeed on a Strength check against the Merrow or be pulled up to 20ft towards it." Now, it is an automatic 15ft. pull towards it, but only for Large or smaller creatures.
Overall, some nice things for the Merrow. Kind of wish they had more variants, but that's nothing compared to the fusion.
Fusion time! Revert the Bite's damage back to the 8(1d8+4) piercing, but keep this new poisoned condition. For the Harpoon, revert the size restriction back to Huge or smaller creatures and change the pull range from 15ft to 20ft.
My one nitpick is that Claw is kind of redundant, since Harpoon does more damage and can be used as a melee attack. Personally I would make Harpoon only Ranged, or increase the damage on Claw.