Merrow

Large Giant (Aquatic) — CR 3

()Updated 3.5

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

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.

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.