Merrenoloth

Mordenkainen Presents: Monsters of the Multiverse p. 180,

Size
Medium
Type
fiend (yugoloth)
Alignment
typically 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, and 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
STR
8
−1
DEX
17
+3
CON
10
+0
INT
17
+3
WIS
14
+2
CHA
11
+0

Traits

Proficiency Bonus

+2

Magic Resistance

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

Actions

Multiattack

The merrenoloth makes one Oar attack and uses Fear Gaze.

Oar

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire 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 of the merrenoloth 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.

Spellcasting

The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

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

Lair Actions

On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row:

Gale: The air within 60 feet of the vessel is filled with 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.

Propel: A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round.

Repair: The vessel regains 22 (4d10) hit points.

Teleport (Bonus Action)

The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Spells

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

Other data

description