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Monster

Merrow

CR
2 (XP 450)
Type
Monstrosity
AC
13
HP
45
Habitat
Forest, Underdark

Large Monstrosity, Chaotic Evil

AC 13 Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.

STR 18 +4 / +4DEX 15 +2 / +2CON 15 +2 / +2INT 8 -1 / -1WIS 10 +0 / +0CHA 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.

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