Merrow

Demonically Twisted Merfolk

Merrow were former merfolk who became corrupted by the chaotic energies of the abyss after their proud prince Thallassant began worshiping a corrupted demonic idol. The prince and his followers were transformed by the chaotic energies of the Abyss into monstrous predators who seek to drag their victims into the dark depths of the sea to serve as sacrifices to their demonic masters.

Merrow believe that once enough victims have been dragged beneath the surface and sacrificed that a portal to the Abyss will open in the deepest and darkest trenches of the ocean, ushering in a demonic tide. Then, the Merrow will be rewarded as the true vanguards of the demonic apocalypse.

Merrow Lore

  • Merrow were once merfolk who have been twisted into abyssal monstrosities by demon worship
  • Merrow are known to launch surprise raids on ships and coastal villages
  • Victims of the Merrow are captured alive, given breath through dark magic, and taken to their deep underwater lairs where they are ritually drowned and their blood is drained for demonic rites
  • Merrow believe with enough sacrifices they will open a portal to the Abyss deep beneath the waves

Merrow Tactics

  • Merrow attempt to drag their victims underwater, where they have a decisive advantage
  • Merrow will often attempt to surprise or ambush victims near the coast or on boats

Merrow Statblocks

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 Foundry

Large 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. It may replace one attack with a use of its Kelp Nets.

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.

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.

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 Foundry

Large Monstrosity (Merrow)

AC 14 Initiative +6 (16)

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.

Deadly Ambusher. On the first turn of combat, the merrow has advantage on any attack rolls against targets with lower initiative than it, and it scores a critical hit on a score of 19 or 20.

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. 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 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 Foundry

Large 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 Spellcasting.

Stormcaller's Strike. Ranged Spell Attack: +8 to hit, range 90ft., one target. Hit 19 (4d6 + 5) lightning damage.

Tempest Surge (Recharge 5-6). The merrow sends out arcs of lightning at a creature it can see within 60 feet. The creature must make a DC 16 Dexterity saving throw. On a failure, the target takes 44 (8d10) lightning damage and is Shocked for 1 minute (save ends at end of turn). On a success, the creature takes half damage instead. A Shocked creature is Dazed and drops whatever it is carrying.

Spellcasting. The merrow casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):

1/day each: EntangleÈ», Sleet Stormc, Control Waterc, Cone of Cold, Mass Cure Wounds

Reactions

Icy Shield (2/day). When the merrow is targeted by an attack, it surrounds itself with protective ice. It gains +5 to its AC until the start of its next turn. If the attack hits, the icy shield expodes, dealing 4 Cold damage to each other creature within 10 feet.

Merrow Abyssal Lord

The Merrow Abyssal Lord is the perfect underwater legendary 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 Foundry

Large 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 Acrobatics +7, 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.

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. It may replace one attack with a use of its Command the Attack.

Envenomed Maw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) piercing damage and 4 (1d8) poison damage. 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.

Command the Attack (Recharge 5-6). The merrow issues a command to all allied creatures within 30 feet. Creatures who can see or hear the merrow can use their reaction to make a single weapon attack with advantage.

Whispers of the Abyss (Recharge 5-6). The merrow whispers maddening secrets in a tongue that unravels sanity. Non-demon creatures within 30 feet that hear it must make a DC 16 Wisdom save. On a failure, they take 28 (8d6) Psychic damage and are affected as by the Confusion spell (save ends at end of turn). On a success, a creature takes half damage instead.

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

Nimble Reaction (Recharge 4-6). When the merrow is the only target of a melee attack, they can move up to half their speed without provoking opportunity attacks. If this movement leaves the merrow outside the attacking creature's reach, then the attack misses.

Legendary Actions (3)

Charge. The merrow moves up to half its speed and makes an Envenomed Maw attack.

Recharge. The merrow uses or attempts to recharge one of its Recharge abilities. It can't take this action again until the start of its next turn.

Replenish. The merrow gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.

Thallassant, the Lord of Sacrifice

Long ago, Thalassant was a proud prince of the merfolk, known for his wisdom, unwavering devotion to the old gods of the sea, and his love for Neirithya, a mermaid of radiant voice and spirit. The songs they sang together were said to calm tempests and coax whales to weep.

One moonlit night, Neirithya perched on a rock and sung her sweet songs across the moon-lit waves, beckoning her lover to find her. But she was taken unaware by a corsair fleet, captured in iron nets, shackled, and dragged to the pirate's lair like a prize.

Thalassant gave chase. For a fortnight he hunted the fleet through storm and shadow, until he came upon the pirates anchored in a hidden cove. Though the pirates were safely nestled amongst a dozen other vessels, Thalassant did not hesitate. He rose from the sea like wrath incarnate. With a harpoon in each hand and madness in his heart, he butchered the pirates one by one beneath the moonless night sky.

But, when he reached Neirithya, it was already too late. Her body was broken and her voice spent. She died in his arms as the tide swallowed the blood from the deck. And then he heard it. A voice whispering from the shadowed corners of the ship's hold. There, half-buried beneath charts and stolen relics, was a barnacle-encrusted idol, coiled in the shape of twin serpents and crowned with a gnawed skull. The idol spoke of resurrection. All it wanted in return was the blood sacrifice of 10,000 landlubbers.

The prince's grief hardened to fury. Thalassant returned to his people and preached to them of a new truth. Some followed willingly. Others were taken screaming. One by one, he drowned the old ways beneath this new crimson tide of sacrifice. And in return, he was changed. His skin thickened into rough, scaled hide. His voice became a guttural rasp of commands and blasphemies. His mind was touched by the Abyss, and he welcomed it like a friend. From his bones and blood, the Merrow were born. Now, in the darkest places of the sea, his name is still spoken with reverence and dread.

The hulks of the twelve pirate ships were dragged deep beneath the waves into a dark chasm and form the Wound Below, a dread fortress beneath the waves formed from the drowned hulls lashed together with ironweave kelp interwoven with the bones of sacrified mortals.

Merrow Encounter Ideas

  • Thunder and lightning crack overhead while waves batter the ship during a nighttime storm. The thunder almost drowns out the thumps of a dozen harpoons thudding into the hull as a group of Merrow attempt to drag the crew beneath the waves
  • While on a sea voyage, the party hears scratching and thudding beneath the hull each night. Eventually, a Merrow appears and offers safe passage through these waters in return for throwing one of the sailors overboard
  • The party finds a cage made of seaweed, coral, and bone beneath the low tide line. Inside, a Pirate Lord captive begs to be set free. He offers to take the party to the location of his ship that was wrecked by a Merrow Storm-Blessed in return for splitting the treasure
  • 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

Merrow Adventure Ideas

  • A coastal cliffside village's only freshwater well starts echoing with a soft, sorrowful song, especially at night. The villagers report nightmares of drowning, and the water tastes faintly of salt. Local leaders beg the PCs to investigate and offer a reward.
  • 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 coastal Noble's young heir has been caught performing abyssal rites in a seaside grotto. She claims it's the only way to protect the town from the fury of a Merrow Storm-Blessed that speaks to her in her dreams.
  • A powerful relic that the PCs need has been lost at sea, claimed by Thallassant (use Merrow Abyssal Lord) and his hordes. Now the PCs must venture into the depths and confront the legendary lord in the Wound Below