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D&D 5th Edition

Compendium

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Merrow

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

Attributes

Merrow

Large monstrosity, Chaotic Evil
  • Armor Class 13 (Natural Armor)
  • Hit Points 45 (6d10+12)
  • Speed 10 ft., swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Abyssal, Aquan
  • Challenge 2 (450 XP)
  • 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: (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.
  • Harpoon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Harpoon. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage.