Sources
CR
Type
Size
Alignment
Movement

Merrow Doublespeaker

Medium Monstrosity, Lawful Evil

Armor Class 14
Hit Points 67 (9d8 + 27)
Speed 20 ft., swim 40 ft.
STR
18
+4
DEX
17
+3
CON
16
+3
INT
12
+1
WIS
13
+1
CHA
16
+3
Saving Throws DEX +5, CHA +5
Skills Deception +5, Stealth +5
Senses Darkvision 120 ft., passive Perception 11
Languages Common, Primordial (Aquan)
Challenge 4 (1,100 XP)

Traits

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

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

Actions

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.

Lore

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.