Merrow

Monster Manual (2025) p. 210

Size
Large
Type
monstrosity
Alignment
chaotic evil
AC
13
Initiative
2
Hit Points
45 (6d10+12)
Speed
walk 10 ft., swim 40 ft.
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Abyssal, Primordial (Aquan)
Challenge
2
Environment
coastal, underwater
STR
18
+4
DEX
15
+2
CON
15
+2
INT
8
−1
WIS
10
+0
CHA
9
−1

Traits

Proficiency Bonus

+2

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

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. Hit: 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. Hit: 9 (2d4 + 4) Slashing damage.

Harpoon

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

Other data

description

Vicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal undersea lairs. Merrow often keep prisoners in their larders as future meals. Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk and merrow, but it also provokes misunderstandings with surface dwellers who blame merfolk for merrow attacks.