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Merrow CR: 2

Large monstrosity, chaotic evil
Armor Class: 13
Hit Points: 45 (6d10+12)
Speed: , swim: 40 ft 10 ft

STR

18 +4

DEX

10 +0

CON

15 +2

INT

8 -1

WIS

10 +0

CHA

9 -1

Skills: Amphibious. The merrow can breathe air and water.
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Abyssal, Aquan
Challenge Rating: 2
Proficiency Bonus: +2

Able to pull creatures towards it with harpoon attacks.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.   Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Merrows are the classic fish people in D&D, even before 5e. These large monstrosities hunt lost sailors, attack and capture ships with their fast swimming speed and their large harpoons, and are a constant threat in any aquatic campaign.   Even though they are mostly an enemy for the early game, they can still be used very effectively at high levels as minions for stronger monsters. They can separate weaker party members with their harpoon attacks and make player characters more vulnerable to more dangerous enemies.

Suggested Environments

Coastal, underwater


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