Merrow

- Size: Large
- Type: Monstrosity
- Alignment: Chaotic Evil
- AC: 13
- Initiative: +2 (12)
- HP: 45 (6d10+12)
- Speed: 10 ft, Swim 40 ft.
| ATTR | VAL | 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. Hit: 6 (1d4+4) Piercing damage.
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.
Lore & Background
Merrows are the corrupted and savage cousins of merfolk, twisted by dark magic or prolonged exposure to the Abyss. These aquatic ogres combine the worst aspects of their giant heritage with an adapted aquatic lifestyle, creating fearsome predators of lakes, rivers, and coastal waters. Unlike their peaceful merfolk relatives, merrows are brutal cannibals who delight in drowning and devouring surface dwellers.
These creatures often serve as enforcers for more powerful aquatic beings or lead tribes of other corrupted sea creatures. Merrows are cunning enough to use tools and weapons, making them far more dangerous than simple beasts.
Combat Tactics
Merrows use their superior swimming speed and aquatic environment to their advantage, attempting to drag enemies underwater where they can drown them. They wield harpoons and other weapons with deadly efficiency, combining brute strength with tactical cunning.
Encounter Ideas
Underwater Ambush: Merrows attack from beneath the surface of a seemingly peaceful lake. Corrupted Waters: Merrows have taken over a merfolk settlement and enslaved the survivors. River Pirates: Merrows demand tribute from ships passing through their territory. Abyssal Servants: Merrows serve a demon lord with dominion over water.
Environmental Effects
Merrow presence corrupts aquatic environments, causing fish to flee and water to become murky and foul. Their territories often reek of decay and are marked by the bones of their victims.
Treasure
Merrows collect weapons and armor from their victims, particularly items that function underwater. They may also hoard treasures salvaged from sunken ships and offerings from terrified river communities.
Plot Hooks
The Polluted River: Merrows are poisoning a water source that supplies multiple communities. Underwater Ruins: Merrows guard ancient ruins beneath a lake or sea. The Merfolk's Plea: Peaceful merfolk seek help dealing with their corrupted cousins. Abyssal Corruption: Heroes must stop the source of corruption that's creating more merrows.