Merrow
Large Monstrosity, chaotic evil (CR 2)Armor Class 13 natural armor
Hit Points 45 (6d10+12)
Speed 10 ft., swim 40 ft.
18 (+4)
10 (+0)
15 (+2)
8 (-1)
10 (+0)
9 (-1)
Skills
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Aquan
Challenge Rating 2
Actions
Multiattack.
The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Harpoon.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
sizeLarge
typeMonstrosity
group
alignmentchaotic evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr2
reactions
legendary_desc
legendary_actions
special_abilitiesname: Amphibious,desc: The merrow can breathe air and water.
spell_list
page_no332
document__license_urlhttp://open5e.com/legal
document__slugwotc-srd
document__title5e Core Rules
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd
Find the complete stats on: Open5e
5e Core Rules, page no. 332