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.
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