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|This material is published under the OGL 1.0a.|
|Size/Type:||Large Giant (Aquatic)|
|Hit Dice:||4d8+11 (29 hp)|
|Speed:||20 ft. in hide armor (6 squares); base speed 30 ft.; swim speed 40 ft.|
|Armor Class:||16 (–1 size, –1 Dex, +5 natural, +3 hide armor),, touch 8, flat-footed 16|
|Attack:||longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)|
|Full Attack:||longspear +8 melee (1d8+7) or javelin +1 ranged (1d8+5)|
|Space/Reach:||10 ft./10 ft.|
|Special Qualities:||Darkvision 60 ft., low-light vision|
|Saves:||Fort +6, Ref +0, Will +1|
|Abilities:||Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7|
|Skills:||Climb +5, Listen +2, Spot +2|
|Feats:||Toughness, Weapon Focus (greatclub)|
|Organization:||Solitary, pair, gang (3–4), or band (5–8)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
These cousins of the ogre have the aquatic subtype. Adult merrow stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Merrow speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Merrow favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but merrow gangs and bands fight as unorganized individuals.
SEE WIKIPEDIA ENTRY: Ogre
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