Merrow Shallowpriest

(Explorer's Guide to Wildemount)

Large monstrosity, Chaotic Evil

Armor Class15 (natural armor)
Hit Points75 (10d10 + 20)
Speed10 ft., swim 40 ft.
STRDEXCONINTWISCHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 16 (+3) 9 (-1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 13
LanguagesAbyssal, Aquan
Challenge4

Traits

Amphibious.

The merrow can breathe air and water.

Actions

Harpoon.

Melee or Ranged Attack Roll: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.

Lightning Bolt (3rd-Level Spell; Requires a Spell Slot).

The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Spellcasting

The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared:

Cantrips: druidcraft, minor illusion, shocking grasp

Level 1 (4 slots): cure wounds, fog cloud, thunderwave

Level 2 (3 slots): hold person, mirror image, misty step

Level 3 (3 slots): dispel magic, lightning bolt (see "Actions" below), sleet storm