Upheaval

Merrow (Saltwater)

CR 6, NE Huge Giant (aquatic)

Senses: Perception 7, Low Light Vision

Speed: 40 ft., swim 40 ft.  Skills: Stealth -2

Languages: Giant

Ability Scores: Str 25 (+15), Dex 16 (+6), Con 23 (+14), Int 6 (+1), Wis 10 (+3), Cha 7 (+1)

INIT: +3  CP: +5  HP: 73 (7d8+42)  SA: --  DC: 19

AC: 19  Touch: 11  Flat-footed: 16 [+3 Dodge, +8 Natural, -2 Size]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Amphibious (ex) - Even though aquatic, the creature can exist indefinitely on land.

Power Attack (ex) - A Merrow (Saltwater) may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Merrow (Saltwater) does one extra point of damage. The Merrow (Saltwater) 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.

ACTIONS
Attacks

Vital Strike (ex) - As a standard action, the Merrow (Saltwater) can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.

DESCRIPTION

Environment: temperate oceans

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.