Merrow Doublespeaker
Medium Monstrosity, Lawful EvilShrewd People of the Deep
Habitat Planar (Feywild) — Treasure Individual
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor's land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
Merrow in Shadowmoor are avaricious tricksters and wily con artists. They work together to pull off elaborate heists and amass wealth. Shadowmoor merrow employ illusion magic and the art of doublespeak to fool land dwellers out of their treasures—and their lives.
Most Shadowmoor merrow are Merrow Doublespeakers, seeking to trick those not wise to their nature. These merrows' tail spines are dangerous; doublespeakers can use them to stab or throw at foes.
AC 14
Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 20 ft., swim 40 ft.
STR
18 (+4)
Save +4
DEX
17 (+3)
Save +5
CON
16 (+3)
Save +3
INT
12 (+1)
Save +1
WIS
13 (+1)
Save +1
CHA
16 (+3)
Save +5
Saving Throws DEX +5, CHA +5
Skills Deception +5, Stealth +5
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Primordial (Aquan)
CR 4
Traits
Amphibious. The merrow can breathe air and water.
Mimicry. The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Actions
Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 14 (3d6 + 4) Piercing damage.
Spellcasting. The merrow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Command, Mage Hand, Minor Illusion.