Merrow Shallowpriest

Large Monstrosity, Chaotic Evil
EGW

Habitat Coastal, Underdark

Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.
Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below.
While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master's realm to be opened and maintained.

AC 15 (natural armor)

HP 75 (10d10 + 20)

Speed 10 ft., swim 40 ft.

STR

18 (+4)

Save +4

DEX

14 (+2)

Save +2

CON

15 (+2)

Save +2

INT

11 (+0)

Save +0

WIS

16 (+3)

Save +3

CHA

9 (-1)

Save -1

Senses Darkvision 60 ft., Passive Perception 13

Languages Abyssal, Aquan

CR 4

Traits

Amphibious. The merrow can breathe air and water.

Spellcasting. The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following Druid spells prepared: Cantrips (at will): Druidcraft, Minor Illusion, Shocking Grasp. 1st Level (4 slots): Cure Wounds, Fog Cloud, Thunderwave. 2nd Level (3 slots): Hold Person, Mirror Image, Misty Step. 3rd Level (3 slots): Dispel Magic, Lightning Bolt (see Actions below), Sleet Storm.

Actions

Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.

Lightning Bolt (3rd-Level Spell; Requires a Spell Slot). The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity Saving Throw, taking 28 (8d6) Lightning damage on a failed save, or half as much damage on a successful one.