Image promptmerrow, large brutish aquatic monstrosity, barrel-chested blotchy blue-green hide torso, thick powerful fish tail, fanged underslung jaw, milky bulging eyes, lank weed-like hair, webbed claws gripping barbed harpoon with kelp-rope, barnacle-crusted shoulders, surging up from black swamp-coast water, half-submerged tail, cocked to throw, muted brine-green and grey, wet gleam, cold moonlit water, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Merrow

Large Monstrosity, Chaotic Evil
CR 2ArtillerySwamp / Marsh
AC 13
Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., Swim 40 ft.
STR
18
+4
save +4
DEX
15
+2
save +2
CON
15
+2
save +2
INT
8
−1
save −1
WIS
10
+0
save +0
CHA
9
−1
save −1
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)

Traits

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination.

Bite. Melee Attack Roll: Hit: +6, reach 5 ft. 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn.

Claw. Melee Attack Roll: Hit: +6, reach 5 ft. 9 (2d4 + 4) Slashing damage.

Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. Hit: or range 20/60 ft. 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself. Mimic Mimic