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Habitat: Coastal, Underwater; Treasure: Any

Vicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal undersea lairs. Merrow often keep prisoners in their larders as future meals.

Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk and merrow, but it also provokes misunderstandings with surface dwellers who blame merfolk for merrow attacks.

Sages trace merrows’ origins to aquatic ogres, depraved merfolk, and worse. Such broad theories reveal little about these monsters but overmuch of the dread lurking beyond our certain shores.
—Leomund

Traits

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 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. Hit: 9 (2d4 + 4) Slashing damage.

Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 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.


Merrow

Large Monstrosity, Chaotic Evil
  • Armor Class 13
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., Swim 40 ft.
  • Initiative +2 (12)
STR
18 (4)
DEX
15 (2)
CON
15 (2)
INT
8 (-1)
WIS
10 (0)
CHA
9 (-1)
  • Saving Throws Str +4, Dex +2, Con +2, Int -1, Wis +0, Cha -1
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Primordial (Aquan)
  • Challenge 2 (450 XP)
  • Habitat Coastal, Underwater
  • Treasure Any
  • Amphibious. The merrow can breathe air and water.

Actions


  • Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (1d4 + 4) Piercing damage. The target has the Poisoned condition until the end of the merrow’s next turn.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (2d4 + 4) Slashing damage.
  • Harpoon (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (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.
  • Harpoon (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., One Target. Hit: (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.
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