THE SHARED REFERENCE Adventurer

Monster

Merrenoloth

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Official reference · MPMM · 2014

Creature type
Fiend
Size
Medium
Armor class
13
Hit points
40 (9d8)
Speed
Walk 30 ft., Swim 40 ft.
Challenge rating
3
Alignment
Neutral Evil
Strength
8
Dexterity
17
Constitution
10
Intelligence
17
Wisdom
14
Charisma
11
Passive Perception
14
Saving Throws
dex: +5; int: +5
Skills
history: +5; nature: +5; perception: +4; survival: +4
Senses
blindsight 60 ft., darkvision 60 ft.
Languages
Abyssal, Infernal, telepathy 60 ft.
Resistances
cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
acid, poison
Condition Immunities
poisoned

Traits

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.

Bonus actions

Teleport

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

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 3, 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.

Regional effects

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

  • Unerring: The vessel always stays on course to the destination the merrenoloth names.
  • Unsinkable: The vessel doesn't sink even if its hull is breached.

If the merrenoloth dies, these effects fade over the course of 1d6 hours.

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