Sources
CR
Type
Size
Alignment
Movement

Merrow Shallowpriest

Large Monstrosity, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 10 ft., swim 40 ft.
STR
18
+4
DEX
14
+2
CON
15
+2
INT
11
+0
WIS
16
+3
CHA
9
-1
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Aquan
Challenge 4 (1,100 XP)

Traits

Amphibious. The merrow can breathe air and water.

Spellcasting

Spellcasting. The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared:

Cantrips (at will): druidcraft, minor illusion, shocking grasp

1st level (4 slots): cure wounds, fog cloud, thunderwave

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): dispel magic, lightning bolt (see "Actions" below), sleet storm

Actions

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.

Lightning Bolt (3rd-Level Spell; Requires a Spell Slot). The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Lore

Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.