Sources
CR
Type
Size
Alignment
Movement

Merrow Haranguer

Medium Monstrosity, Lawful Neutral

Armor Class 14
Hit Points 90 (12d8 + 36)
Speed 5 ft., swim 40 ft.
STR
18
+4
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
15
+2
CHA
19
+4
Saving Throws DEX +7, CHA +7
Skills Performance +7, Persuasion +7
Senses passive Perception 12
Languages Common, Primordial (Aquan)
Challenge 5 (1,800 XP)

Traits

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination.

Coral Scepter. Melee Attack Roll: +7, reach 5 ft. Hit:14 (2d10 + 4) Bludgeoning damage.

Poisoned Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit:8 (1d8 + 4) Piercing damage plus 7 (2d6) Poison damage.

Invective. Wisdom Saving Throw: DC 15, up to three creatures the merrow can see within 60 feet. Failure: 14 (4d6) Psychic damage, and the creature has Disadvantage on its next attack roll before the end of the merrow's next turn. Success: Half damage only.

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.