Merrow (CR 4/MR 1)

This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.

Mythic Merrow, Freshwater (CR 4/MR 1)
XP 1,200
Pathfinder Roleplaying Game Bestiary 2
NE Large humanoid (aquatic, giant, mythic)
Init +4; Senses low-light vision; Perception +5

Defense

AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)
hp 38 (4d8+20)
Fort +7, Ref +5, Will +3

Offense

Speed 40 ft., swim 40 ft.
Melee 2 claws +6 (1d6+4 plus grab)
Ranged harpoon +6 (2d6+4/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks hooked harpoonMA, mythic power (1/day, surge 1d6), rendMA (2 claws, 1d6+6)

Statistics

Str 19, Dex 18, Con 17, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +8 (+12 grapple); CMD 22
Feats Iron WillMF, Power Attack
Skills Perception +5, Stealth +2 (+6 in water), Swim +12; Racial Modifiers +4 Stealth in water
Languages Giant
SQ amphibious

Ecology

Environment temperate lakes or rivers
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (2 harpoons, other treasure)

Special Abilities

Hooked Harpoon (Ex) A mythic merrow is proficient with the harpoon, and it can make a grapple check against a Medium or smaller creature on any hit with its harpoon, rather than only on a critical hit. Whenever a merrow has a creature grappled with its harpoon, it can attempt a drag combat maneuver against that creature as a swift action. A mythic merrow can expend one use of its mythic power on any grapple or drag combat maneuver check to roll twice and select the better result.


Mythic Merrow, Saltwater (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary 2
NE Huge humanoid (aquatic, giant, mythic)
Init +3; Senses low-light vision; Perception +7

Defense

AC 22, touch 11, flat-footed 19 (+3 Dex, +11 natural, –2 size)
hp 97 (7d8+66)
Fort +11, Ref +5, Will +4
Defensive Abilities DR 5/epic

Offense

Speed 40 ft., swim 40 ft.
Melee 2 claws +10 (2d6+7 plus grab)
Ranged harpoon +6 (3d6+7/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks hooked harpoonMA, hullcrackerMA, mythic power (3/day, surge 1d6), rendMA (2 claws, 2d6+10), toss overboardMA

Statistics

Str 25, Dex 16, Con 23, Int 6, Wis 10, Cha 7
Base Atk +5; CMB +14 (+18 grapple); CMD 27
Feats Improved Natural Attack (claw), Iron WillMF, Power AttackMF, Vital Strike
Skills Perception +7, Stealth –2 (+2 in water), Swim +15; Racial Modifiers +4 Stealth in water
Languages Giant
SQ amphibious

Ecology

Environment temperate lakes or rivers
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (2 harpoons, other treasure)

Special Abilities

Hooked Harpoon (Ex) As mythic freshwater merrow.

Hullcracker (Ex) A mythic saltwater merrow ignores the hardness of wooden objects, and if it hits the same wooden object with both claws it can rend that object. Its rend deals double damage against wooden objects, and if using its Power Attack feat its bonus damage applies to its rend damage (and is then doubled) as well as to the damage dealt by its claw attacks.

Toss Overboard (Ex) When a mythic saltwater merrow successfully grapples a creature smaller than itself with one of its claw attacks, as a swift action it can fling the target 1d6 x 5 feet in any direction it chooses. The creature takes 1d6 points of damage per 10 feet traveled or else falling damage from the height it was when it was grappled, whichever is greater. If it hits the target with both claws, it may rend the target and then use this ability.

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