Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
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 Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
How many merrows for a fight?
A merrow is worth 450 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many merrows fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
1
1
3rd
1
2
3
4th
2
3
4
5th
4
6
9
6th
5
8
12
7th
6
11
12+
8th
8
12+
12+
9th
11
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the merrow compares at CR 2
Against the 42 other challenge 2 monsters in the SRD 5.1, the merrow has more hit points than 21 of them, which makes it tougher than most at its CR. See every CR 2 monster.
Statistic
Merrow
CR 2 average
Armor Class
13
12.9
Hit points
45
47
Best attack bonus
+6
+5
Merrow 2024 stat block
The 2024 Monster Manual revised the merrow, and the SRD 5.2 carries the new stat block. What changed:
Ability scores: DEX 10 → 15.
New in its stat block: Claw.
Gone from it: Claws.
Armor Class
13
Hit Points
45 (6d10 + 12)
Speed
10 ft., swim 40 ft.
Challenge
2 (450 XP)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
15 (+2)
8 (-1)
10 (+0)
9 (-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: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow’s next turn.
Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 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.