Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
Abyssal, Aquan, Giant, Primordial
Traits
Amphibious
The merrow can breathe air and water.
Innate Spellcasting
The mages innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
- At Will: Darkness, Invisibility
- 1/Day: Charm Person
Regeneration
The merrow regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.
Actions
Claws
+6 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends the merrow can't attack a different creature with its claws.
Harpoon
+6 to hit, reach 10 ft (3 m). Hit: 2d6+4 piercing damage.
Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure the merrow pulls the target up to 20 feet toward the merrow.
Bonus Actions
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the target is grappled.
Darkness
(2nd-Level; V) Magical darkness spreads from a point within 60 feet of the mage, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
Invisibility
(2nd-Level; V) The mage is invisible for 1 hour or until it attacks, uses Mage Bolt, or casts a spell.
Mage Bolt
The mage targets a creature within 30 feet. The target makes a DC 12 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save or half damage on a success.
Shapeshift
The mage changes its form to that of a Medium merfolk or back into its true form. While shapeshifted, it can't use its Bite attack but its statistics are otherwise unchanged except for its size. It reverts to its true form if it dies.
About Merrow Mage
Merrow Mage is a large monstrosity with a Challenge Rating of 4. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 45 hit points (derived from 6d10+12).
Merrow Mage has communication capabilities including Abyssal, Aquan, Giant, Primordial. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Merrow Mage
3 tips available
GM Tips: Using Merrow Mage
When using Merrow Mage in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
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Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.
Player Guide: Facing Merrow Mage
3 strategies available
Player Guide: Facing Merrow Mage
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
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Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Merrow Mage?
- Merrow Mage has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Merrow Mage?
- Merrow Mage is a Large Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Merrow Mage speak?
- Merrow Mage can communicate in Abyssal, Aquan, Giant, Primordial.
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