fascinating and horrible ideas for fantasy TTRPGs

Merrow

Large monstrosity, chaotic evil

Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft.

STRDEXCONINTWISCHA
18 (+4)10 (+0)15 (+2)8 (−1)10 (+0)9 (−1)

Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Aquan
Challenge 2 (450 XP)
Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Harpoon. Melee or _Ranged Weapon Attack:__ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.


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Ring of Walking Through Walls

Twice per day, a wearer can speak the command word to use the ring to vibrate their body such that they can walk through any common wall less than five feet thick. The ring recovers d2 charges each dawn.

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