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.

Attack Summary

Bite attackmelee
+6 to hit|1d4+4 piercing
Range: 5 ft.
Claw attackmelee
+6 to hit|2d4+4 slashing
Range: 5 ft.
Harpoon attackboth
+6 to hit|2d6+4 piercing
Range: 5 ft. or 20/60 ft.