Merrenoloth
Mordenkainen Presents: Monsters of the Multiverse p. 180,
- Tamaño
- Mediano
- Tipo
- fiend (yugoloth)
- Alineamiento
- typically neutral evil
- CA
- 13
- Puntos de golpe
- 40 (9d8)
- Velocidad
- walk 30 ft., swim 40 ft.
- Salvaciones
- Dex +5, Int +5
- Habilidades
- History +5, Nature +5, Perception +4, Survival +4
- Resistencias
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Inmunidades
- acid, poison
- Inmunidad a estados
- poisoned
- Sentidos
- blindsight 60 ft., darkvision 60 ft.
- Percepción pasiva
- 14
- Idiomas
- Abyssal, Infernal, telepathy 60 ft.
- Desafío
- 3
Rasgos
Proficiency Bonus
+2
Magic Resistance
The merrenoloth has advantage on saving throws against spells and other magical effects.
Acciones
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.
Conjuros
charm person, darkness, detect magic, dispel magic, gust of wind, control water