Skip to main content

Merrow

Large Monstrosity, chaotic evil

CR 2

450 XP

AC: 13 (natural armor)
HP: 45 (6d10+12)
Speed: walk 10 ft. , swim 40 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Aquan
STR
18
+4
DEX
10
+0
CON
15
+2
INT
8
-1
WIS
10
+0
CHA
9
-1

Special Abilities

Amphibious

The merrow can breathe air and water.

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.

Quick Reference

Challenge: CR 2
Type: Monstrosity
Size: Large
Alignment: chaotic evil
Best for party of 4 at level 4-6

Running This Encounter

Merrows are intelligent amphibious hunters that ambush from water or coastal terrain. Use their multiattack to threaten multiple party members while staying mobile. They're cunning enough to coordinate with others of their kind and will attempt to drag prey into deeper water where they have advantage. Allow them to use their environment tactically, dragging weakened targets away from the party.

Combat Tactics

Merrows lead with their trident attacks, prioritizing spellcasters and ranged attackers. When pressured, they attempt to grapple and drag targets into water or difficult terrain, using their superior swimming speed to kite melee combatants. They'll retreat to water as a defensive strategy but won't abandon treasure or young.

Environment & Setting

Coastal caves, river deltas, swamp settlements, or seaside ruins provide ideal hunting grounds. Deep water nearby offers escape routes and tactical advantages for these amphibious predators.