Merrow [1/2]Monstrosity · CR 2
Merrow [1/2]Large Monstrosity, Chaotic Evil
STR18+4DEX15+2CON15+2INT8-1WIS10+0CHA9-1
AC13HP45CR2SPD10 ft., Swim 40 ft.
TRAITS
Amphibious

The merrow can breathe air and water.

ACTIONS
Multiattack

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

Merrow [2/2]Monstrosity · CR 2
Merrow [2/2]Large Monstrosity, Chaotic Evil
ACTIONS (cont.)
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 [1/2]
Large Monstrosity, Chaotic Evil
2
13Armor Class
45Hit Points
10 ft., Swim 40 ft.Speed
STR18+4
DEX15+2
CON15+2
INT8-1
WIS10+0
CHA9-1

Initiative. +2

Senses. Darkvision 60 ft.; Passive Perception 10

Languages. Abyssal, Primordial (Aquan)

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

Monstrosity
Monster card
Merrow [2/2]
Large Monstrosity, Chaotic Evil
2
13Armor Class
45Hit Points
10 ft., Swim 40 ft.Speed
STR18+4
DEX15+2
CON15+2
INT8-1
WIS10+0
CHA9-1

Actions (cont.)

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.

Monstrosity
Monster card

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Merrow — printable monster card

Large Monstrosity, Chaotic Evil

  • CR 2
  • Monstrosity
  • Large

Full stat block

Armor Class
13
Hit Points
45
Initiative
+2
Speed
10 ft., Swim 40 ft.
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Abyssal, Primordial (Aquan)
Challenge Rating
2 (450 XP)
Proficiency bonus
+2
Ability scores
STR DEX CON INT WIS CHA
18 +4 15 +2 15 +2 8 -1 10 +0 9 -1

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.

See also