Merrow Mage

Large Monstrosity, (CR 4)

Armor Class 13

Hit Points 45 (6d10+12)🎲

Speed 10 ft., swim 40 ft.


STR

18 (+4)

DEX

10 (+0)

CON

14 (+2)

INT

10 (+0)

WIS

12 (+1)

CHR

14 (+2)


Skills

Senses darkvision 60 ft., passive Perception 11

Languages Abyssal, Aquan, Giant, Primordial

Challenge Rating 4

Actions

Claws.

Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends the merrow can't attack a different creature with its claws.

Harpoon.

Melee or Ranged Weapon Attack: +6 to hit reach 10 ft. or range 20/60 ft. one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure the merrow pulls the target up to 20 feet toward the merrow.


sizeLarge

typeMonstrosity

group

alignment

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr4

reactions

legendary_desc

legendary_actions

special_abilitiesname: Amphibious,desc: The merrow can breathe air and water.,name: Regeneration,desc: The merrow regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.,name: Innate Spellcasting,desc: The mages innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person

spell_list

page_no331

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

Find the complete stats on: Open5e

Level Up Advanced 5e Monstrous Menagerie, page no. 331
Other formats: JSON

← Merrow Merrow →