Free interactive D&D 5e SRD stat block

Merrow

Large Monstrosity, CR 2, AC 13, 45 HP. Chaotic Evil.

Large Monstrosity, Chaotic Evil

AC
13
Initiative
+2 (12)
HP
45 (6d10+12)
Speed
10 ft., Swim 40 ft.
ScoreModSave
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, and the target has the Poisoned condition until the end of the merrow's next turn.

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.

How to run Merrow

A merrow is an aquatic ambusher with a hand spear. Its whole identity is the harpoon: a 60-foot ranged attack that, on a hit, drags any Large or smaller target 15 feet straight toward the merrow. Run encounters around the geometry of that pull. Set the fight on a pier, in a flooded cavern, on a riverbank with the merrow underwater. The harpoon turns the battlefield into a shoreline and the party into things to be reeled into the deep.

Open from the water. The merrow has 40 ft. swim, 10 ft. walk, and Amphibious, so it should never start the fight on land. From beneath the surface or behind a rock, throw a Harpoon at the lightest-armored PC at +6, 11 piercing on a hit, then pull them 15 feet toward the water. If the pull ends in the drink, the next round opens with a grappled wizard underwater and a merrow Multiattacking with Bite plus Claw at +6, where the Bite also Poisons until end of merrow's next turn. That is a near-guaranteed downed caster by round two unless the party has water mobility.

Mix the action economy. Multiattack is two of any combination, so a smart merrow opens with Harpoon to drag, then Bite for the Poisoned condition, then Claw for raw damage. Two harpoons in one turn against the same target is also legal and very nasty if the first hits, since the second pulls the same target another 15 feet. Run merrows in pairs and have them harpoon two different PCs into the same kill zone.

Merrows are Chaotic Evil and not particularly brave. Once Bloodied (22 HP), the merrow disengages by swimming away at 40 ft. underwater and harassing from range until the party gives up the chase. They do not negotiate above water and only sometimes do below, in Aquan or Abyssal. Most parties cannot pursue. Plan for that.

Make the players roll Athletics or Acrobatics to keep their footing on a wet pier the round before the harpoons come out. Once they know the floor is slick, the pull lands harder.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →