Merrow
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft., climb 5 ft.
str
18 (+4)
dex
15 (+2)
con
15 (+2)
int
8 (-1)
wis
10 (+0)
cha
9 (-1)
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Primordial (Aquan)
Challenge 2 (450 XP)
Amphibious. The merrow can breathe air and water.
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. 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. 9 (2d4 + 4) Slashing damage.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. 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.
Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.