# 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.