Merrow (Freshwater)
CR 3, NE Large Giant (aquatic)
Senses: Perception 5, Low Light Vision
Speed: 40 ft., swim 40 ft. Skills: Athletics 7, Stealth 2
Languages: Giant
Ability Scores: Str 19 (+9), Dex 18 (+5), Con 17 (+8), Int 6 (-1), Wis 10 (+1), Cha 7 (-1)
INIT: +4 CP: +3 HP: 30 (4d8+12) SA: -- DC: 16
AC: 17 Touch: 13 Flat-footed: 13 [+4 Dodge, +4 Natural, -1 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Amphibious (ex) - Even though aquatic, the creature can exist indefinitely on land.
Power Attack (ex) - A Merrow (Freshwater) may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Merrow (Freshwater) does one extra point of damage. The Merrow (Freshwater) must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Water Breathing (ex) - The creature can breathe under water.
Attacks
- Melee (Natural) - 2 x claws +6 (1d6+4 plus grab). Reach: 10 ft. Grab - Each time this attack is successful, the Merrow (Freshwater) can make a grapple check as a free action to see if it holds his opponent. If successful, the opponent is grappled. Grabbing does not provoke an attack of opportunity
- Ranged - 1 x javelin +7 (1d8+4). Range: 75/150/300
Environment: temperate lakes or rivers
Organization: solitary, pair, gang (3-4), family (5-16)
Treasure: standard (2 javelins, other treasure)
This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.