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Merrow

Merrow
AI Generated Artwork – NightCafe Creator

This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.

Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, they are just as cruel, savage, and wicked as their ogre relatives. The saltwater variety grows much larger than the freshwater variety, but the behavior and society of the two types are otherwise similar.

Known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance. Merrows have a stronger sense of unity than ogres do, and rarely will the leader of a tribe be challenged. When they have chosen a village or town to plunder, they attack as a gang and share the spoils.

A freshwater merrow is 12 feet tall and weighs 500 pounds. Saltwater merrows easily reach 20 feet tall and 4,000 pounds, and have been known to hunt whales. The two species do not often come in contact, but when they do, feuding and conflict are swift to develop.


Merrow

Merrow2
AI Generated Artwork – NightCafe Creator

Large monstrosity, chaotic evil

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

STRDEXCONINTWISCHA
18 (+4)10 (+0)15 (+2)8 (-1)10 (+0)9 (-1)

Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Aquan
Challenge 2 (450 XP)

Special Traits

  • 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.
  • BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • ClawsMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
  • HarpoonMelee 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.

Freshwater Merrow CR 3

Freshwater Merrow
Freshwater Merrow – AI Generated Artwork – NightCafe Creator

XP 800

NE Large humanoid (aquatic, giant)

Init +4; Senses low-light vision; Perception +5

DEFENSE

AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)

hp 30 (4d8+12)

Fort +7, Ref +5, Will +3

OFFENSE

Speed 40 ft., swim 40 ft.

Melee 2 claws +6 (1d6+4 plus grab)

Ranged javelin +6 (1d8+4)

Space 10 ft.; Reach 10 ft.

STATISTICS

Str 19, Dex 18, Con 17, Int 6, Wis 10, Cha 7

Base Atk +3; CMB +8 (+12 grapple); CMD 22

Feats Iron Will, Power Attack

Skills Perception +5, Stealth +2 (+6 in water), Swim +12; Racial Modifiers +4 Stealth in water

Languages Giant

SQ amphibious

ECOLOGY

Environment temperate lakes or rivers

Organization solitary, pair, gang (3–4), or family (5–16)

Treasure standard (2 javelins, other treasure)

Saltwater Merrow CR 6

Saltwater Merrow
AI Generated Artwork – NightCafe Creator

XP 2,400

NE Huge humanoid (aquatic, giant)

Init +3; Senses low-light vision; Perception +7

DEFENSE

AC 19, touch 11, flat-footed 16 (+3 Dex, +8 natural, –2 size)

hp 80 (7d8+49)

Fort +11, Ref +5, Will +4

OFFENSE

Speed 40 ft., swim 40 ft.

Melee 2 claws +11 (1d8+7 plus grab)

Ranged javelin +6 (2d6+7)

Space 15 ft.; Reach 15 ft.

STATISTICS

Str 25, Dex 16, Con 23, Int 6, Wis 10, Cha 7

Base Atk +5; CMB +14 (+18 grapple); CMD 27

Feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)

Skills Perception +7, Stealth –2 (+2 in water), Swim +15; Racial Modifiers +4 Stealth in water

Languages Giant

SQ amphibious

ECOLOGY

Environment temperate oceans

Organization solitary, pair, gang (3–4), or family (5–16)

Treasure standard (2 javelins, other treasure)

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