Large monstrosity, Chaotic Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 75 (10d10 + 20) |
| Speed | 10 ft., swim 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 16 (+3) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Abyssal, Aquan |
| Challenge | 4 |
The merrow can breathe air and water.
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.
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.
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