# Merrow

*Large Monstrosity, Chaotic Evil*

- **Armor Class:** 13
- **Hit Points:** 45 (6d10 + 12)
- **Speed:** 10 ft., Swim 40 ft.
- **Initiative**: +2 (12)

|STAT|SCORE|MOD|SAVE|
| --- | --- | --- | ---- |
| STR | 18 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 15 | +2 | +2 |
| INT | 8 | -1 | -1 |
| WIS | 10 | +0 | +0 |
| CHA | 9 | -1 | -1 |

- **Senses**: darkvision 60 ft.; Passive Perception 10
- **Languages**: Abyssal, Primordial (Aquan)
- **CR** 2 (XP 450; PB +2)

## 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. 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. 9 (2d4 + 4) Slashing damage.

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

