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.
- 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.