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simpleswede — Merrow
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Published: 2015-01-26 15:47:02 +0000 UTC; Views: 4699; Favourites: 3; Downloads: 0
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Description Merrow

Medium-size Fey (Aquatic, Evil)

Hit dice: 2d6+4 (11 hp)
Initiative: +3
Speed: 5 ft., swim 40 ft.
Armor Class: 15 (+3 Dex, +1 natural, +1 feat), touch 14, flat-footed 11
Base attack/Grapple: +1/+8
Attacks: Dagger +2 melee 1d4+1 19-20/×2
  Tail slap +2 melee 1d4+1
Space/reach: 5 ft./5 ft.
Special Attacks: Improved grab, Mesmerizing song, Poisonous kiss
Special Qualities: Cap, Cold res 5, DR 5/cold iron, Drain soul, Low-light vision, SR 16
Saves: F +2, R +6, W +4
Abilities: Str 12, Dex 17, Con 14, Int 13, Wis 13, Cha 16
Skills: Bluff +6, Escape Artist +7, Hide +11, Listen +6, Move Silently +7, Perform (sing) +10, Search +5, Spot +6, Swim +10
Feats: Dodge
Environment: Temperate aquatics (coastlines)
Organization: Solitary
Challenge rating: 5
Treasure: Standard (plus cap)
Alignment: Always Neutral Evil
Advancement: By character class
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What you first thought was a mermaid was similar but clearly something else. It had the upper body of a beautiful young woman with long fiery red hair and clear blue eyes. But instead of legs she had the tail of a large seahorse-like ocean creature, webbed fingers, and the skin on her entire body was green and covered in tiny, bony plates. On her head she wore an old and worn cap made from sealskin.
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Merrows are dangerous coastal creatures often confused for merfolks, but in truth both merfolk and the land-living should be aware of merrows. A merrow lure mortals close to her with her enchanted singing voice, immobilize them with a kiss of her poisonous lips and then kills them, draining the soul out of them. They use the souls to create and power their magical caps that allow them to breathe underwater. A merrow that loses her cap also loses her capability to breathe underwater and can therefore not return home to her beloved sea until she can make a new one. Should someone manage to steal the cap from a merrow, she will usually agree to do whatever he says to get it back.
The lips of a merrow are covered with hundreds of cnidocytes, microscopic poisonous barbs, just like those on a jellyfish, which delivers a poison that numbs and paralyses muscles. When not preying on landfolk merrows are usually found sitting on rocks sticking out of the water, combing their hair and admiring their reflections in the water as they are quite vain. Merrows shed their own skin about once every year.
A merrow is 8 feet long and weighs about 250 pounds. There are only female merrows. They speak Aquan, Common and Sylvan.

Combat

A merrow always try to get mortals close to her with her magical singing voice and then plant a kiss on their lips, and as the victim becomes paralyzed the merrow drags them underwater with their tails to drown them and suck out their souls. Should a target be immune to their song or kiss, the merrow will flee into the water and look for easier prey.

Cap: A merrow always brings along her magical cap wherever she goes. This cap is a magical item; anyone wearing the cap is capable of breathe, move and attack underwater freely, just as if affected by a Water Breathing and a Freedom of Movement spell. The cap has caster level 10th and a faint evil transmutation aura. It bestows a negative level on any non-evil or non-fey creature that wields it, and two negative levels on wielders that are neither fey nor evil. To work the cap must be recharged with the soul of a humanoid every 1d3+1 months and the souls will be trapped inside the cap until it is destroyed, and until then they cannot be raised, resurrected or communicated with. The easiest way of destroying the cap is burning it. Merrows can create new caps from sealskin but not until a year after the old one has been destroyed.

Drain Soul: The merrow captures the soul of people it kills. A soul in a merrow’s capture cannot be raised, resurrected or communicated with. The merrow can only hold one soul at the time and unless she places the soul within her cap it will escape her grip to the afterlife after 24 hours.

Improved Grab: To use this ability, the merrow must have hit with her tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and will try to drag its victim underneath the water to drown it. A merrow has a +4 racial bonus to grapple checks, and she can use her Dexterity bonus to any grapple check instead of her Strength if higher.

Mesmerizing Song: A merrow can sing an enchanting song at will as a full-round action. The song affects any humanoid within a hundred feet that can hear her. Any possible targets must succeed a Will save (DC 16) or feel an incredible strong urge to approach the merrow and steal a kiss from it (similar to a Suggestion spell). Any creature that succeed its Will save against the song is immune to the same merrow’s song for 24 hours. Any damage, including the merrow’s kiss, will break the effect. This is a sonic, mind-affecting effect and the save is Charisma based and includes a +2 racial bonus.

Poisonous Kiss: The poison of a merrow’s kiss deals initial and secondary damage of 2d8 Dexterity damage unless the target succeeds a Fortitude save (DC 15). The save DC’s are Constitution based and includes a +2 racial bonus.

Skills: Merrows has a +4 racial bonus to Hide and Perform (sing). A merrow also has a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. She can use the run action while swimming, providing she swims in a straight line, and she can always take a 10 on a Swim check.
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Comments: 3

Kaijugame [2015-01-26 17:44:41 +0000 UTC]

Very creative.  I like the little details about the jellyfish comparison.  Stuff like that always makes me more appreciative of the effort put into the material. 

👍: 0 ⏩: 1

simpleswede In reply to Kaijugame [2015-01-26 19:59:38 +0000 UTC]

Thank you. Glad to get some feedback on my D&D creations for once.

👍: 0 ⏩: 1

Kaijugame In reply to simpleswede [2015-01-26 20:38:25 +0000 UTC]

My pleasure.

👍: 0 ⏩: 0