Making Merrow Fun, Deadly, and Worth Running¶
Looking to get started with Merrow? Start Here
Recently, our friends at Encounter Every Enemy took a deep dive into the lore and overlooked horror of the humble Merrow.
Encounter Every Enemy sets the stage for a proper Merrow encounter:
The battle happens at night, during a storm. Lightning flashes, the deck of the ship is slick with rain, the wind is flinging sails and booms around to catch the unwary and toss them overboard into the webbed hands of even more Merrow attackers.
Their post reminded us just how much rich abyssal horror is hiding in this classic aquatic D&D monster, and that they're far more terrifying (and interesting) than they often get credit for. If you want a fresh take on monster lore, encounters, and tactics, check out their series!
Unfortunately, the 2014 and 2024 Monster Manual versions of the Merrow are pretty bland. There are references to watery ambushes and snatching foes beneath the water in the lore, but it's not highlighted with mechanics that really bring these aspects to life. Also, there's only a single CR2 statblock, which means your options and variety are limited.
So, we decided to take the plunge and make Merrow exciting:
- 4 unique Statblocks (Merrow, Merrow Blood-Blessed, Merrow Storm-Blessed, Merrow Abyssal Lord) with dozens of variants each
- Lore for Thalassant, the Lord of Sacrifice, a legendary lord
- Unique Merrow Powers to give these monsters some fun mechanical differentiation
- Flavorful and table-ready Merrow Encounter Ideas and Merrow Adventure Ideas that play to the themes highlighted in Encounter Every Enemy
4 Unique Merrow Statblocks¶
As usual for Foe Foundry, we created multiple monster statblocks, each with dozens of unique combinations of powers. You can click on the dice to re-roll the stats and try a new loadout, or check out the Generator to customize the monster yourself.
You can use these statblocks to create a whole "From the Deep" campaign arc, especially if you take advantage of the ready-to-go Merrow Encounters and Merrow Adventures.
Merrow¶
Merrow are aquatic brutes that hunt coastal settlements and shipping lanes, looking for prey to capture. A great low-level threat for underwater encounters or abyssal cult campaigns.
Merrow
Summoned with Foe FoundryLarge Monstrosity (Merrow)
AC 14 Initiative +2 (12)
HP 45 (6d10 + 12)
Speed 10 ft., swim 10 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 8 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 11 | +0 | +0 |
Skills Stealth +4
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal, Aquan
CR 2 (450 XP; PB +2)
Traits
Amphibious. The merrow can breathe air and underwater.
Actions
Multiattack. The merrow makes two Envenomed Maw or Sharktooth Harpoon attacks.
Envenomed Maw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage and 2 (1d4) poison damage. On a hit, the target must make a DC 13 Constitution saving throw or become Poisoned until the end of its next turn.
Sharktooth Harpoon. Ranged Weapon Attack: +5 to hit, range 30/120ft., one target. Hit 6 (1d6 + 3) piercing damage and 3 (1d6) poison damage. On a hit, the target is Restrained until the end of its next turn.
Bonus Actions
Reel in the Prey. One creature Restrained by the merrow is pulled up to 30 feet closer to the merrow. The restrained creature may choose to end the condition and not be pulled, but if it does so it takes 3 (1d6) piercing damage and is Bleeding [3 (1d6) piercing]. A bleeding creature suffers 3 (1d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Merrow Blood-Blessed¶
The Merrow Blood-Blessed is a mid-tier merrow empowered through dark rituals to become tougher, deadlier, and more relentless.
Merrow Blood-Blessed
Summoned with Foe FoundryLarge Monstrosity (Merrow)
AC 14 Initiative +2 (12)
HP 82 (11d10 + 22)
Speed 10 ft., swim 10 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Dex | 14 | +2 | +2 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 8 | -1 | -1 |
Wis | 10 | +0 | +2 |
Cha | 11 | +0 | +0 |
Skills Stealth +4
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal, Aquan
CR 4 (1,100 XP; PB +2)
Traits
Amphibious. The merrow can breathe air and underwater.
Actions
Multiattack. The merrow makes two Envenomed Maw or Sharktooth Harpoon attacks.
Envenomed Maw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) piercing damage and 4 (1d8) poison damage. The attack deals an additional 2 (1d4) poison damage if the target is at or below half-health. On a hit, the target must make a DC 14 Constitution saving throw or become Poisoned until the end of its next turn.
Sharktooth Harpoon. Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit 11 (2d6 + 4) piercing damage and 3 (1d6) poison damage. On a hit, the target is Restrained until the end of its next turn.
Bonus Actions
Reel in the Prey. One creature Restrained by the merrow is pulled up to 30 feet closer to the merrow. The restrained creature may choose to end the condition and not be pulled, but if it does so it takes 7 (2d6) piercing damage and is Bleeding [7 (2d6) piercing]. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Merrow Storm-Blessed¶
The Merrow Storm-Blessed harnesses the elemental wrath of the sea for the merrow's dark purposes. These priests and priestesses are a great boss monster for a level 5 aquatic adventure or sidekick for a higher-level aquatic threat like an Aboleth or Merrow Abyssal Lord.
Merrow Storm-Blessed
Summoned with Foe FoundryLarge Monstrosity (Merrow)
AC 15 Initiative +3 (13)
HP 136 (16d10 + 48)
Speed 10 ft., swim 10 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 16 | +3 | +3 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 15 | +2 | +2 |
Wis | 20 | +5 | +8 |
Cha | 15 | +2 | +2 |
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Aquan
CR 8 (3,900 XP; PB +3)
Traits
Amphibious. The merrow can breathe air and underwater.
Actions
Multiattack. The merrow makes three Stormcaller's Strike attacks. It may replace two attacks with a use of its Stormcaller's Fury or Spellcasting.
Stormcaller's Strike. Ranged Spell Attack: +8 to hit, range 90ft., one target. Hit 19 (4d6 + 5) lightning damage.
Stormcaller's Fury. The merrow calls down lightning on a point it can see within 120 feet. Each creature within 5 feet of the point must make a DC 14 Dexterity saving throw, taking 27 (5d10) lightning damage on a failure and half damage on a success. If stormy conditions are present then this save is made with disadvantage.
Spellcasting. The merrow casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
1/day each: EntangleȻ, Sleet Stormc, Control Waterc, Cone of Cold, Mass Cure Wounds
Bonus Actions
Heroism (1/day). The merrow inspires another friendly creature within 60 ft, granting it 25 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.
Merrow Abyssal Lord¶
The Merrow Abyssal Lord is the perfect underwater boss monster for 5E, suitable for epic aquatic battles and abyssal sacrifices. This legendary merrow statblock can represent Thalassant, the Lord of Sacrifice - the original Merrow and prophet of the Abyss.
Merrow Abyssal Lord
Summoned with Foe FoundryLarge Monstrosity (Merrow)
AC 18 Initiative +7 (17)
HP 231 (22d10 + 110)
Speed 10 ft., swim 10 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +10 |
Dex | 17 | +3 | +3 |
Con | 20 | +5 | +9 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 14 | +2 | +6 |
Cha | 16 | +3 | +3 |
Skills Stealth +7
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Aquan
CR 12 (8,400 XP; PB +4)
Traits
Amphibious. The merrow can breathe air and underwater.
Mob Boss. The merrow has advantage on d20 tests as long as at least two other lower-CR allies are within 10 feet.
Legendary Prowess (3/day). The merrow can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The merrow makes three Envenomed Maw or Sharktooth Harpoon attacks.
Envenomed Maw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) piercing damage and 4 (1d8) poison damage. The attack deals an additional 7 (3d4) poison damage if the target is at or below half-health. On a hit, the target must make a DC 18 Constitution saving throw or become Poisoned until the end of its next turn.
Sharktooth Harpoon. Ranged Weapon Attack: +10 to hit, range 60/150ft., one target. Hit 9 (1d6 + 6) piercing damage and 3 (1d6) poison damage.
Bonus Actions
Anemone Poison (Recharge 5-6). Immediately after hitting a creature with an attack, the merrow forces the creature to make a DC 18 Constitution saving throw. On a failure, the creature is Poisoned for 1 minute (save ends at end of turn). If the poisoned creature ends its turn submerged in water, it takes 14 (4d6) poison damage and automatically fails the save.
Reactions
Echo of Rage (2/day). Whenever a creature within 30 feet casts a spell, the merrow can use its reaction to howl in a rage. A distored, destructive version of the spell manifests as a hostile Shadow next to the caster and acts immediately next in initiative.
Legendary Actions (3)
Anemone Poison. The merrow attempts to recharge its Anemone Poison ability. It can't take this action again until the start of its next turn.
Charge. The merrow moves up to half its speed and makes an Envenomed Maw attack.
Replenish. The merrow gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.
5 Unique Merrow Powers¶
These top merrow powers will keep your players on their toes, desperately trying not to be dragged into the roiling seas.
Kelp Nets
Actions
Kelp Nets (1/day). The merrow darts forward, deploying a net made of ironstrand kelp. Each creature in a 15 foot cone must make a DC 13 Strength saving throw or be Grappled (escape DC 13) and Restrained while the grapple lasts. If the creature does not have a swim speed, it makes any related D20 tests at disadvantage.
These ironweave Kelp Nets are the perfect way to grab, snag, and abduct sacrifices. Deploy the nets and drag those landlubbers off the boat into the dark depths below, never to be seen again...
Anemone Poison
Bonus Actions
Anemone Poison (1/day). Immediately after hitting a creature with an attack, the merrow forces the creature to make a DC 13 Constitution saving throw. On a failure, the creature is Poisoned for 1 minute (save ends at end of turn). If the poisoned creature ends its turn submerged in water, it takes 3 (1d6) poison damage and automatically fails the save.
This toxic Anemone Poison venom is especially deadly when in contact with sea water. Many Merrow brave the dangerous extraction process just to possess a single venom-tipped harpoon.
Reel In The Prey
Bonus Actions
Reel in the Prey. One creature Restrained by the merrow is pulled up to 30 feet closer to the merrow. The restrained creature may choose to end the condition and not be pulled, but if it does so it takes 3 (1d6) piercing damage and is Bleeding [3 (1d6) piercing]. A bleeding creature suffers 3 (1d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
You can play up the idea of "reverse fishing" with Reel In The Prey ability. After hitting an enemy with the Sharktooth Harpoon, use this bonus action to pull the prey into the ocean. It also offers the player a choice - if they don't want to be dragged below they need to accept additional damage and a bleeding condition.
Lashing Winds
Actions
Lashing Winds (Recharge 5-6). The wizard creates a Medium Lashing Winds Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Lashing Winds takes 11 (2d10) lightning damage.
The Lashing Winds power is an example of one of our unique Token Powers that creates a battlefield-control emanation. Perfect to summon right on top of the PC's boat, so the only safe place to go is into the water.
Plug-and-Play Merrow Encounters and Adventures¶
Looking to create an aquatic adventure for your D&D campaign? We've created table-ready Merrow Encounters and Merrow Adventures that you can drop into any session or campaign.
My personal favorites include:
A merchant is nearing bankruptcy after his trading fleets keep getting attacked by Merrow Blood-Blessed. Suspiciously, none of his rivals ships are affected. The merchant has hired the PCs to investigate this improbably bad luck.
A bloated corpse floats face-down near the shore. If touched or turned, it detonates (use a Cloudkill spell) and alerts the nearby Merrow ambush
The Sea Hungers¶
Merrow have always had the seeds of a great monster: tragic origins, demonic corruption, and a place in the deep unknown where anything could be waiting. But too often, they’ve been left adrift with bland statblocks and forgettable roles in combat.
With the help of Encounter Every Enemy for inspiration, we’ve reimagined the Merrow as something far more dangerous: cultists of the Abyss, elemental storm-callers, and sacrificial prophets dragging helpless victims to darkness and despair.
Whether you’re running a one-shot on the high seas or a full arc centered on abyssal horror, these new Merrow are ready to rise.
Summon Your Own¶
Explore all four Merrow statblocks, encounter ideas, and short adventure prompts below—or summon a random Merrow and see what washes ashore.
Ready your tridents. The tide is coming in. Summon a Merrow
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