Merrenoloth

Mordenkainen's Tome of Foes p. 250

Size
Medium
Type
fiend (yugoloth)
Alignment
neutral evil
AC
13
Hit Points
40 (9d8)
Speed
walk 30 ft., swim 40 ft.
Saving Throws
Dex +5, Int +5
Skills
History +5, Nature +5, Perception +4, Survival +4
Resistances
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
acid, poison
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 60 ft.
Passive Perception
14
Languages
Abyssal, Infernal, telepathy 60 ft.
Challenge
3
Environment
coastal
STR
8
−1
DEX
17
+3
CON
10
+0
INT
17
+3
WIS
14
+2
CHA
11
+0

Traits

Magic Resistance

The merrenoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons

The merrenoloth's weapon attacks are magical.

Teleport

As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Innate Spellcasting

The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At will: charm person, darkness, detect magic, dispel magic, gust of wind
  • 1/day: control weather
  • 3/day: control water

Actions

Multiattack

The merrenoloth uses Fear Gaze once and makes one oar attack.

Oar

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Fear Gaze

The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Lair Actions Categoría: lair

Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • The ship regains 22 (4d10) hit points.
  • A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.
  • The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Regional Effects Categoría: lair

A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects:

  • The ship doesn't sink even if its hull is breached.
  • The ship always stays on course to the destination the merrenoloth names.
  • Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage. If the merrenoloth dies, these effects fade over the course of 1d6 hours.

Spells

charm person, darkness, detect magic, dispel magic, gust of wind, control weather, control water

Other data

description

The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection.

Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains.

A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth's first duty is always to its vessel.

Yugoloths: Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.