Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) |
Saving Throws (suggested) Str +6, Con +4
Skills (suggested) Stealth +2 (underwater only)
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Aquan
Challenge 2 (450 XP)
Amphibious. The merrow can breathe air and water.
ACTIONS
- Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
- Multiattack (suggested). The merrow makes three attacks: one with its bite and two with its claws or one attack with its 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Merrow are monstrous and corrupted versions of merfolk, transformed by the influence of the Abyss. They are also known as aquatic ogres, as they share some traits with their land kin, such as their brutish appearance and savage behavior. They have scaly green skin, webbed claws, sharp teeth, and long hair that resembles seaweed. They also have a pair of horns on their heads and a barbed harpoon on their tails. They wear crude armor and weapons made from shells, bones, and metal scraps. They speak Abyssal, Aquan, and their own dialect of Ogre.
Merrow are very fond of tattoos, and females may have their entire bodies inked with scenes of death and destruction as a sign of status. About 10% of merrow grow ivory horns, especially the more powerful males. They have darkvision, which allows them to see in the dark waters. They can also breathe air and move on land, albeit clumsily. They can live out of water for about two hours, so they often forage on land.
COMBAT
Merrow are savage and bloodthirsty fighters, who enjoy hunting and killing any creature they encounter. They often ambush their prey from the depths, using their harpoons to drag them underwater or impale them on the spot. They can also bite and claw with their powerful jaws and hands. They are adept at fighting in aquatic environments, but they are also capable of attacking coastal villages or ships on the surface.
Merrow are loyal to Demogorgon, the Prince of Demons, who often sends them to the Material Plane to spread chaos and destruction. They sometimes ally with other aquatic evil creatures, such as sahuagin, kraken, or aboleths, but they are also prone to infighting and cannibalism.
HABITAT / SOCIETY
Merrow live in undersea caves, where they hoard treasures and trophies from their raids. They mark their territory with rotting corpses of their victims, tied to kelp or coral. They dwell in shallow, fresh water (50-250 feet deep), often with scrags (aquatic trolls). They usually control an area with a radius of 10-15 miles, hunting and foraging throughout this territory.
A typical merrow tribe consists of:
- 1 merrow chief
- 2 merrow patrol leaders
- 2d12 merrow
- 1 merrow shaman
- 2d12 merrow females
- 1d12 young merrow
The goals of a merrow chieftain rule the tribe, and these power-hungry monsters seek to completely control their “kingdoms”, often leading to attacks on intruding ships or nearby settlements.
ECOLOGY
Merrow are carnivorous and omnivorous, feeding on fish, seaweed, and any flesh they can get their claws on. They have no natural predators, except for other merrow or larger sea monsters. They reproduce by laying eggs in hidden nests, which they guard fiercely. They have a lifespan of about 50 years, but most of them die violently before reaching old age.
Merrow have a negative impact on the marine ecosystem, as they kill indiscriminately and pollute the water with their waste and corpses. They are ignorant and superstitious and have no skills but plundering and murder. Areas of the freshwater lakes and seas where they have influence are avoided by sailors and fishermen.