Large Monstrosity, Chaotic Evil
AC 13    Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 50 ft., Swim 50 ft.
Mod Save
STR 18 +4 +4
DEX 15 +2 +2
CON 15 +2 +2
Mod Save
INT 13 +1 +1
WIS 13 +1 +1
CHA 13 +1 +1
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Celestial, Common, Common Sign Language, Draconic, Elvish, Primordial (Aquan), Thieves' Cant
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.

Habitat: CoastalUnderwater

blairperryman

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