Merrow
Large Monstrosity, chaotic evil
450 XP
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
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.