Originally, Merro names were related via gestures, clicks, and songs. However when they first met land dwelling people, these presented a challenge. Most Merro either go by a bastardized version of their original name, known as a "Ground name", or they adopt one of the names from the surrounding cultures around them.
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
As a native of the Starlit Sea, you can not only breath water, but you are also naturally attuned to the Sea's magic. You can take an action to absorb a fraction of a star cluster to heal your wounds( The amount healed is equal to 1d6 + your proficiency modifier) or use its power to bolster your next attack (The damage done is equal to 1d8+ your proficiency modifier.)
Creatures that thrive in the deep are quite familiar with your kind. Weak ones in need may come to you for aid or flee from your predatory scent. You are able to understand the body language and intention of most undersea life, and they are able to understand you as well.
Because your natural habitat is the water, Merro engineers have designed something to help themselves keep up with their land-dwelling peers. The land crawlers are 8-foot tall mechanized capsules outfitted with six crab-like legs and claws capable of grasping objects. They are also able to be customized for weapon or spell loadouts. When your Land Crawler's hit points reach 0, any excess damage is transferred to you.