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MERROW 8HALLOWPRIEST

Large monstrosity, chaotic evil

Armor Class 1 5 (natural armor)


Hit Points 75 ( l O d l O + 20)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


1 8 (+4) 1 4 (+2) 1 5 (+2) 11 (+l ) 1 6 (+3) 9 (-1)

Senses d a rkvision 60 ft., passive Perception 13


Languages Abyssal, Aquan
MERROW SHALLOWPRIE ST Challenge 4 (l , l OO XP)
Some of the many merrow that dwell in the watery
shadows of the Menagerie Coast learn to harness the Amphibious. The merrow can breathe air and water.
magical aspects of the elements. Often working as
guides leading merrow hunting parties, some of these Spellcasting. The merrow is a 6th-level spellcaster. Its spell­
shallowpriests rise to become powerful leaders, inspir­ casting ability i s Wisdom (spell save DC 1 3, +5 to hit with spell
ing their clans to terrorize coastal communities and attacks). The merrow has the following druid spells prepared:
passing ships. Cantrips (at will): druidcraft, minor illusion, shocking grasp
Rumors speak of underground waterways and lakes 1 st level (4 slots): cure wounds.fog cloud, thunderwave
carved into the rock beneath Wildemount, where shal­ 2nd level (3 slots): hold person, mirror image, misty step
lowpriests hold court over huge subterranean commu­ 3 rd level (3 slots): dispel magic, lightning bolt (see "Actions"
nities of merrow. These evil creatures are thought to below). sleet storm
seek the means of flooding the surface world, allowing
ACT I O N S
them to steal away who and what they will to the dark
waters below. Harpoon. Melee o r Ranged Weapon Attack: + 6 to h it, reach 5 ft.
While most shallowpriests do not bind themselves or range 20/60 ft. , one target. Hit: 1 1 (2d6 + 4) piercing dam­
in the service of a specific deity, some are drawn to the age. If the target i s a M e d i u m or smaller creature, the merrow
worship of entities that reign over regions of the Elemen­ can p u l l it 1 0 feet closer.
tal Plane of Water, hoping to find means of expanding Lightning Bolt (3rd-Level Spell; Requires a Spell Slot). The mer­
their dominion into the seas of Exandria. These merrow row u n l eashes a stroke of l ightning in a l i n e 100 feet long and 5
often spearhead the construction of intricate shrines feet wide. Each creature in the l i n e must make a DC 1 3 Dexter­
and temples along the bottom of the ocean, preparing ity savi ng throw, taking 28 (8d6) lightn i n g damage on a failed
a sacred space for planar doorways to their master's save, or half as much damage on a successful one.
realm to be opened and maintained.

C H A PTER 7 I W I LD E M O UNT B E STIARY


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