Merrow
Monstrosity · Large
Hulking, brutish sea raiders with harpoons who haunt shallow coasts and pull swimmers and small boats under. Fishing villages tell of merrow who were merfolk once, twisted by something in the deep.
- Danger
- A fight to fear
- How it is met
- In packs, by night
- Challenge
- 2
- SRD 5.2.1 stat blocks
- Merrow
Where it is met
Rocky Shore, Estuary, Coastal Shelf, Kelp Forest, Sea Cave
Stat blocks (D&D 5e)
Merrow
Large Monstrosity, Chaotic Evil
AC 13 · Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 18 (+4), save +4 | 15 (+2), save +2 | 15 (+2), save +2 | 8 (−1), save −1 | 10 (+0), save +0 | 9 (−1), save −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.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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