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Merclops

Huge · Giant · CR 7 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
126 (11d12+55)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
10
+0
CON
20
+5
INT
8
-1
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Size Huge
Type Giant
Alignment Chaotic Evil
XP 2900
Initiative Bonus +0

Movement

Swim 60 ft (18.3 m)

Senses

Passive Perception 10

Skills

Survival +3

Languages

Giant

Traits

Aquatic

The merclops can breathe underwater.

Panicked Rage

While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.

Poor Depth Perception

The merclops makes all ranged attacks with disadvantage.

Actions

Club

+8 to hit, reach 10 ft (3 m). Hit: 3d8+5 bludgeoning damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Harpoon

+8 to hit, reach 10 ft (3 m). Hit: 4d10+5 piercing damage.

Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 90 ft. (see Poor Depth Perception) one target. Hit: 27 (4d10 + 5) piercing damage. The target makes a DC 16 Strength saving throw. On a failure the merclops pulls the target up to 30 feet toward the merclops.

Multiattack

The merclops makes two melee attacks.

Bonus Actions

Thick Skulled

1/day

The merclops can end one condition on itself that was imposed through a failed Wisdom saving throw.

Reactions

Big Windup

When a creature hits the merclops with a melee attack, the merclops readies a powerful strike against its attacker. The merclops has advantage on the next club attack it makes against the attacker before the end of its next turn.

About Merclops

Merclops is a huge giant with a Challenge Rating of 7. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 126 hit points (derived from 11d12+55).

Merclops has communication capabilities including Giant. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Merclops

1 tips available

When using Merclops in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 60 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Merclops

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 60 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Merclops?
Merclops has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Merclops?
Merclops is a Huge Giant, which affects how certain spells and abilities interact with it.
What languages does Merclops speak?
Merclops can communicate in Giant.

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