Merrow Powers (4)¶
Explore a collection of Merrow Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
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.
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.
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.
Stormblessed Magic
Actions
Spellcasting. The merrow casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 10):
1/day each: EntangleÈ», Sleet Stormc, Control Waterc, Cone of Cold, Mass Cure Wounds
Spellcasting
Spellcasting. The merrow casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 10):
1/day each: EntangleÈ», Sleet Stormc, Control Waterc, Cone of Cold, Mass Cure Wounds