Merrow Species in The True Dark Ages | World Anvil

Merrow

Merrow CR: 2

Large monstrosity, chaotic evil
Armor Class: 13 (natural armour)
Hit Points: 45 6d10+12
Speed: 10 ft , swim: 40 ft

STR

18 +4

DEX

10 +0

CON

15 +2

INT

8 -1

WIS

10 +0

CHA

9 -1

Senses: Darkvision 60 ft, passive Perception 10
Languages: Abyssal, Aquan, Common (Gealic (Irish))
Challenge Rating: 2

Amphibious. The merrow can breather air or water.

Actions

Multiattack. The merrow makes two attacks; one with it's bite and one with it's claws or harpoon.   Bite. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit 8 1d8+4 piercing damage.   Claws. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit 9 2d4+4 slashing damage.   Harpoon. Ranged or Melee Weapon Attack +8 to hit, reach 5 ft or range 20/80 ft, one target. Hit 11 [2d6+4] piercing damage. If the the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 ft toward the merrow.

A Merrow (alt names: murdúchann, or muirgheilt) is a type of Irish merfolk. They can go between land and sea, with many using a cohuleen druith (magical little / red cap). If the cap is kept they stay on land until they get it back.   In their natural form the merrow follows a basic merfolk shape, except for the head and hands. They have the head of a predatory fish usually with a couple of tentacles on either side of the mouth, and extended claws in place of their hands. Highly aggressive unless controlled on land they will attack other merfolk when they see them. It appears they are the remains of a group of merfolk who has been corrupted by an undersea deity of evil. It encountered a group of merfolk and corrupted them using magic to fit a form that it desired, and enslaved hem with the caps.   They now patrol the waters in north west Europe attacking anything that doesn't belong to their god, or the Merrows.

Suggested Environments

Oceans


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