Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Spellcasting. The merrow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
At will: Command, Mage Hand, Minor Illusion
Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit:14 (3d6 + 4) Piercing damage.
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor's land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.