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D20:Merrow (Creature)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


MERROW

Merrow
Size/Type: Large Giant (Aquatic)
Hit Dice: 4d8+11 (29 hp)
Initiative: –1
Speed: 20 ft. in hide armor (6 squares); base speed 30 ft.; swim speed 40 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor),, touch 8, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)
Full Attack: longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate aquatic
Organization: Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2


These cousins of the ogre have the aquatic subtype. Adult merrow stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Merrow speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

COMBAT

Merrow favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but merrow gangs and bands fight as unorganized individuals.

SEE WIKIPEDIA ENTRY: Ogre




System Reference Document -> List of Creatures (SRD)


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