Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Large monstrosity, chaotic evil

Armor Class 13 (natural armor )

Hit Points 45 (6d10+30)

Speed 10 ft., swim 40 ft.

18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)

Senses darkvision 60 ft., passive Perception 10

Languages Abyssal and Aquan

Challenge 2 (450 XP)

Amphibious. The merrow can breathe air and water.


Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Source: Pathfinder Roleplaying Game Bestiary 2.

Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives. The saltwater variety grows much larger than the freshwater variety, but the behavior and society of the two types are otherwise similar.

Merrows are known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance. Merrows have a stronger sense of unity than ogres do, and rarely will the leader of a tribe be challenged. When they have chosen a village or town to plunder, they attack as a gang and share the spoils.

A freshwater merrow is 12 feet tall and weighs 500 pounds. The two species do not often come in contact, but when they do, feuding and conflict are swift to develop.