Merrow
Dungeons & Dragons · Tabletop · Large Monstrosity, Fiendish Merfolk | Priest
Regular
- Tier
- 9-B
- Attack Potency
- Wall Level
- Speed
- Subsonic
- Durability
- Wall Level
Shallowpriest
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Powers and abilities
- Superhuman Physical Characteristics
- Underwater Breathing (Type 2; They can breathe both air and water functionally)
- Natural Weaponry (In the form of lethal claws and teeth)
- Enhanced Senses (They are capable of seeing in total darkness)
- Weapon Mastery (Skilled with harpoons in particular)
- Martial Arts (Skilled with their natural weapons as well). Optionally can have Blessed
- Large Size (Type 0; There are instances of Merrows being blessed by Demogorgan, making them huge)
- Same as before plus Magic
- Reality Warping
- Non-Physical Interaction (Can cast various spells. Magic in D&D is manipulation of the Weave which is a fundamental part of reality. Magic in D&D can affect and harm intangible, incorporeal, abstract, and being that exist on multiple planes of existence)
- Illusion Creation (Via Minor Illusion)
- Electricity Manipulation (Via Shocking Grasp)
- Limited Plant Manipulation
- Perception Manipulation
- Fire Manipulation (All via Druidcraft)
- Healing (Via Cure Wounds)
- Smoke Manipulation (Via Fog Smoke)
- Sound Manipulation (Via Thunderwave)
- Paralysis Inducement (Via Hold Person)
- Illusion Creation (Via Mirror Image)
- Smoke Manipulation
- Teleportation (Via Misty Step)
- Power Nullification (Via Dispel Magic)
- Electricity Manipulation (Via Lightning Bolt)
- Ice Manipulation
- Weather Manipulation (Via Sleet Storm)
Weaknesses
Effectively insane | Can not have Fog Cloud, Hold Person, and Sleet Storm active at the same time
Ranked tied for #102 of 704 in Dungeons & Dragons by strength.
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