THE SHARED REFERENCE Adventurer

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.

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:

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

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