Merclops
Huge Giant
Armor Class 13
Hit Points 126 (11d12+55)
Speed swim +60
Challenge 7
Skills animal +0, survival +3
Senses passive Perception 10
Languages Giant
Special Abilities
Panicked Rage. While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
Poor Depth Perception. The merclops makes all ranged attacks with disadvantage.
Aquatic. The merclops can breathe underwater.
Actions
Multiattack. The merclops makes two melee attacks.
Club. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 90 ft. (see Poor Depth Perception) one target. Hit: 27 (4d10 + 5) piercing damage. The target makes a DC 16 Strength saving throw. On a failure the merclops pulls the target up to 30 feet toward the merclops.
Bonus Actions
Thick Skulled (1/Day). The merclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
Reactions
Big Windup. When a creature hits the merclops with a melee attack, the merclops readies a powerful strike against its attacker. The merclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open