Monster
Merrow Shallowpriest
Outside your table’s allowed sources
Official reference · EGW · 2014
- Creature type
- Monstrosity
- Size
- Large
- Armor class
- 15 (natural armor)
- Hit points
- 75 (10d10 + 20)
- Speed
- Walk 10 ft., Swim 40 ft.
- Challenge rating
- 4
- Alignment
- Chaotic Evil
- Strength
- 18
- Dexterity
- 14
- Constitution
- 15
- Intelligence
- 11
- Wisdom
- 16
- Charisma
- 9
- Passive Perception
- 13
- Senses
- darkvision 60 ft.
- Languages
- Abyssal, Aquan
Traits
Amphibious
The merrow can breathe air and water.
Actions
Harpoon
Melee Weapon 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 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.
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:
Spell slots: 0: spells: druidcraft, minor illusion, shocking grasp; 1: slots: 4; spells: cure wounds, fog cloud, thunderwave; 2: slots: 3; spells: hold person, mirror image, misty step; 3: slots: 3; spells: dispel magic, lightning bolt (see "Actions" below), sleet storm