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Merrow

Merrow
Large Monstrosity, Typically Chaotic Evil
Armor Class13(natural armor)
Hit Points45(6d10 + 12)
Speed10 ft, swim 40 ft
STR
18(+4)
DEX
10(+0)
CON
15(+2)
INT
8(-1)
WIS
10(+0)
CHA
9(-1)
SensesDarkvision 60 ft, passive Perception 10
LanguagesAbyssal, Aquan
Challenge2( 450 XP) Proficiency Bonus+2

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.

Export

Merrow were undersea merfolk-like monsters from the Abyss who terrorized the waters. Demogorgon often sent his merrow to the Material Plane to bully life there.

Society

Merrow on the Material Plane lived in undersea caves. They filled their abodes with treasures and used the rotted corpses of dead creatures tied to kelp to mark their territory.

Combat

A merrow was often armed with a harpoon. It also fought with its sharp claws and its fanged bite.

History

Merrow were created when a tribe of merfolk found an idol to Demogorgon that drove them all insane. The king of this tribe demanded a blood sacrifice to the idol that opened a rift to the Abyss. The corrupted merfolk slowly transformed into the monsters now known as merrow over multiple generations there.