Merrow Tidebreaker - AI-generated fantasy Monster

Merrow Tidebreaker

The Merrow Tidebreaker earned its name by shattering the keel of a smuggler's vessel and dragging its captain into a whirlpool. It later discovered the buried caravan and claimed its tide ledger, a magical record that reveals when hidden waterways rise and fall. The merrow now sells passage, cargo, and information to anyone willing to pay in blood or coin.

LargeMonstrosity(Aquatic)CR Challenge Rating 2Chaotic evil

Merrow Tidebreaker

aquaticbruisermerrowmonstrosityharpoonerruinsburied-caravantide-ledger
HP45AC13SPDSwim 40 ft., Walk 10 ft.CR2 (450 XP)AthleticsPerception
STR
18
DEX
12
CON
15
INT
6
WIS
10
CHA
8
Brine-Fed Courage. The merrow has advantage on saving throws against being frightened while it is within 30 feet of a body of water.
Aggressive. As a bonus action, the merrow can move up to its speed toward a hostile creature it can see. If it ends this movement within 5 feet of that creature, it cannot use this trait again until the start of its next turn.
Amphibious. The merrow can breathe air and water.
Tidebreaker Stance. The merrow has advantage on Strength (Athletics) checks made to resist being shoved or knocked prone while standing in water.
Multiattack. The merrow makes two attacks, using Bite, Claws, or Harpoon in any combination.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage.
Claws. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage.
Harpoon. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 () piercing damage. If the target is Large or smaller, the merrow can pull it up to 20 feet toward itself. The merrow cannot use this attack again until the harpoon is recovered or the target succeeds on a Strength (Athletics) check made as an action to wrench it free.
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