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