Encounters: Anauroch - In or Near the River of Gems (Night)
Merrow (CR 3)
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)
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.
Faerûnian Random Encounters by Region and Locale
Website design © 2008 - 2020 "Cross not a librarian, for they hold the keys to all lore." - old Faerûnian saying.
Dungeons & Dragons ©1995 - 2020 Wizards of the Coast. The Forgotten Realms was created by Ed Greenwood circa 1967.
Most product names are trademarks owned or used under license by the companies that publish those products. Use of such names without mention of trademark or copyright status should not be construed as a challenge to such status.
Forgotten Realms Helps is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com.
Some pages on this website contain affiliate links. Forgotten Realms Helps receives a small commission whenever a product is purchased through these links.