Page 220 - D&D Bestiary
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MERROW
         Merrow haunt coastal waters, preying on fisherfolk,
         merfolk, and any other edible creature that crosses their
         path. These savage monsters snatch and devour unwary
         prey, hauling drowned corpses back to their underwater
         grottoes to feed.
           Transformed Merfolk. Long ago, a tribe of merfolk
         found an idol of Demogorgon at the bottom of the sea.
         Not knowing what it was, they brought the artifact
         to their king. Everyone who touched the idol became
         afflicted with madness, including the king, who decreed
         that a sacrificial ritual be performed to open a gateway
         to the Abyss. The ocean turned red with the blood of
         slaughtered merfolk, but the ritual worked, and the
         king led the survivors through the underwater gate
         to Demogorgon's layer of the Abyss. The merfolk
         remained there for generations, fighting for their lives
         as the Abyss warped them completely, transforming
         them into hulking, evil monstrosities. Thus, the first
         merrow were born.
          Coastal Bullies. Whenever an opportunity presents
         itself, the Prince of Demons sends merrow back to
         the Material Plane to wreak havoc in the oceans. The
         merrow are bullies, attacking all creatures smaller and
         weaker than themselves.
          Merrow dwell in undersea caves filled with treasures
         and trophies, taken from their victims and sunken
         ships. They tie the rotting corpses of dead enemies and
         drowned sailors to strands of kelp to mark the borders
         of their territory.

          MERROW
          Large monstrosity,  chaotic evil
          Armor Class 13  (natural armor)
          Hit Points 45  (6d10 + 12)
          Speed 10ft., swim 40ft.

            STR     DEX    CON     INT    WIS    CHA
           18  (+4)   10 (+0)   15  (+2)   8 (- 1)   10  (+0)   9 (- 1)
          Senses darkvision 60ft., passive Perception 12
          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.
          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.
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