Merrow
Large Giant (Aquatic) — CR 3
Merrow is a D&D 3.5 monster from —. CR 3, HD 4d8+11 (29 hp).
- Hit Dice
- 4d8+11 (29 hp)
- Initiative
- -1
- Speed
- land 40 ft, 40 ft. swim
- Base Attack / Grapple
- +3/+12
- Attack
- Longspear +8 melee
- Full Attack
- Longspear +8 melee
- STR
- 21
- DEX
- 8
- CON
- 15
- INT
- 6
- WIS
- 10
- CHA
- 7
- Fort / Ref / Will
- +6 / +0 / +1
- Challenge Rating
- 3
- Alignment
- Usually chaotic evil
- Organization
- Solitary, pair, gang (2-4); or band (5-8)
- Treasure
- Standard
- Level Adjustment
- +2
Feats
Description
Merrow favor overwhelming odds, sneak attacks, and ambushes to a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.