Merrow Shallowpriest

Large monstrosity, chaotic evil

Armor Class

15 (natural armor)

Hit Points

75 (10d10 + 20)

Speed

10 ft., swim 40 ft.

STR

18 (+4)

DEX

14 (+2)

CON

15 (+2)

INT

11 (+0)

WIS

16 (+3)

CHA

9 (-1)

Senses

darkvision 60 ft., passive Perception 13

Languages

Abyssal, Aquan

Challenge

4 (1,100 XP)

Amphibious. The merrow can breathe air and water.

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 (at will): druidcraft, minor illusion, shocking grasp

  • 1st level (4 slots): cure wounds, fog cloud, thunderwave

  • 2nd level (3 slots): hold person, mirror image, misty step

  • 3rd level (3 slots): dispel magic, lightning bolt, sleet storm

Actions

Harpoon. Melee or 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.

large
monstrosity
cr4
explorers-guide-to-wildemount