Encounters: Anauroch - In or Near the River of Gems (Night)
Merrow (CR 3)
Large Giant (Aquatic)
Alignment: Usually chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +2
AC: 16 (-1 size, -1 Dex, +5 natural), touch 8, flat-footed 16
Hit Dice: 4d8+11 (29 hp)
Fort +6, Ref +0, Will +1
Speed: 40 ft. swim
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Longspear +8 melee
Full Attack: Longspear +8 melee
Damage: Longspear 1d8+7
Special Attacks: -
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Special Qualities:
Feats: Toughness; Weapon Focus (longspear)
Skills: Listen +2, Spot +2, and Swim +5
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Solitary, pair, gang (2-4); or band (5-8)
Treasure: Standard
Source: Monster Manual
Merrow favor overwhelming odds, sneak attacks, and ambushes to a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.