Bestiary · Fae

PR 3

Merrow

A merrow comes ashore in a cap of woven red weed and cannot go beneath the water without it. Whole fishing families trace to a grandfather who took one and kept it in the thatch, and to a grandmother who found it twenty years and four children later and went. Her brothers have green teeth and prey on the survivors of wrecks.

Merrow, drawn at Medium scale
Physiology
Fae
Size
Medium
Speed
20 ft., swim 50 ft.
Armor class
14
Hit points
52 (8d8 + 16)
Proficiency
+2
  • STR 14 +2 save +2
  • DEX 16 +3 save +3
  • CON 15 +2 save +2
  • INT 12 +1 save +1
  • WIS 16 +3 save +3
  • CHA 17 +3 save +3
Skills
Athletics +4 , Perception +5 , Persuasion +5
Passive Perception
15
Senses
darkvision 120 ft.
Languages
Sylvan, Primordial, Common
Damage resistances
cold
Found in
Coastline , Subterranean

Traits

  • Amphibious

    The merrow breathes air and water.

  • Red Cap

    While a creature other than the merrow holds her cap, she cannot enter water deeper than her own height, and has disadvantage on saving throws against being Charmed by that creature.

Actions

  • Spear

    +4 to hit · reach 5 ft.

    2d8 + 2 piercing damage

  • Call the Tide

    Water within 30 feet rises and pulls. Each creature in it makes a DC 13 Strength save, is moved 20 feet toward the merrow on a failure, and is knocked Prone.

  • Sea Longing

    One creature within 60 feet that can hear her makes a DC 13 Wisdom save or is Charmed for 1 hour. A Charmed creature will not willingly travel inland.