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.