[top]MERROW

MerrowMerrow
Large (Giant (Aquatic))
CR 3
HP 29, hd4d8+11
AC 16 (?1 size, ?1 Dex, +5 natural, +3 hide armor),, touch 8, flat-fooded 16
Fort +6, Ref +0, Will +1
Speed 20 ft. in hide armor (6 squares); base speed 30 ft.; swim speed 40 ft.
Initiative ?1
Spot , Listen
Standard attacks
BAB +3, Grapple +12
Attacks
Full attack: longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)
Special Attacks/Qualities
?
Darkvision 60 ft., low-light vision
Skills Climb +5, Listen +2, Spot +2
Feats Toughness, Weapon Focus (greatclub)
Str 21
Con 15
Dex 8
Int 6
Wis 10
Cha 7
Alignment Usually chaotic evil,
Environment Temperate aquatic,
Organisation Solitary, pair, gang (3?4), or band (5?8)


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.

[top]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)
 
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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