Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Aquan,Common
Resistances & Immunities
Traits
Amphibious
The merrow can breathe air and water.
Monstrosity Resilience
The merrow is resistant to exhaustion and to the frightened condition.
Actions
Bite
+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Claw
+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Harpoon
+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 psychic damage.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, and the harpoon sticks in the target. While the harpoon is stuck, the merrow can't make Harpoon attacks against other targets, and the target and merrow can't move farther than 60 feet away from each other. A creature, including the target, can take its action to detach the harpoon by succeeding on a DC 14 STR check. Alternatively, the cord connecting the merrow to the harpoon can be attacked and destroyed (AC 10; HP 15; immune to bludgeoning, poison, and psychic damage), dislodging the harpoon into an unoccupied space within 5 feet of the target and preventing the merrow from using Recall Harpoon.
Multiattack
The merrow makes one Bite attack and two Claw attacks. It can replace one Claw attack with a Harpoon attack.
Bonus Actions
Recall Harpoon
The merrow pulls on the cord connected to its harpoon, returning the harpoon to its empty hand. If the harpoon is stuck in a creature, that creature must succeed on a DC 14 STR save or be pulled up to 20 feet toward the merrow. Regardless, the harpoon is dislodged and returned to the merrow's hand.
Shoving Rush
The merrow takes the Dash action. If it moves, it can propel itself into one creature it can see along its path. The target must succeed on a DC 14 STR save or be knocked prone. This movement doesn't provoke opportunity attacks from a target that fails this save.
About Merrow
Merrow is a large monstrosity with a Challenge Rating of 2. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 60 hit points (derived from None).
Merrow has communication capabilities including Aquan,Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Merrow
1 tips available
GM Tips: Using Merrow
When using Merrow 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.
Player Guide: Facing Merrow
1 strategies available
Player Guide: Facing Merrow
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.
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 2.
Solo Encounter:
A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Merrow?
- Merrow has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
- What type of creature is Merrow?
- Merrow is a Large Monstrosity, which affects how certain spells and abilities interact with it.
- What languages does Merrow speak?
- Merrow can communicate in Aquan,Common.
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