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A me rrenoloth can hold its own in a fight, but it pr
efers

to avoid combat when
possible. In fact, it typically speci-

fies in its contracts
that it is unde r no obligation to fight.

A me rrenoloth's first duty is always to its vessel.

LAIR ACTIONS

Any
s hip a merrenoloth is contracted to captain be-

com
es the creature's lair. When fighting on the ship,

the merrenoloth ca n invoke its
ability to take lair ac-

tions. On initiative count 20
(los ing initiative ties), the

merrenoloth can take one la
ir action to cause one of

the following effects; it ca n't u
se the same effect two

rounds in a row:


  • The ship regains 22 (4dl0) hit points.

  • A stro ng wind propels the s
    hip, increasing its speed by


30 feet until initiative count
20 on the next round.


  • T h e air within 60 feet of the sh ip is filled w ith howling


wind. Until initiative count 20 on the next round, th
at

area is difficult terr
ain, and whe n 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.

REG
IONAL EFFECTS

A m
erre noloth imbues its vessel with powerful magic

th
at creates one or more of the following effects:


  • The sh ip
    doesn't sink even if its hull is breached.

  • The sh ip a lways stays on cours e to the
    destination the


merrenoloth names.


  • Cre atures the merrenoloth choose
    s to take on the ship


ar
en't discomfited by wind or weather, though this

effect doesn't protect agains t damage.

If the merr
e noloth dies. these effects fade over the

course o f l
d6 hours.

MERRENOLOTH


Medium fie nd (yugoloth), neutral evil

Armor Cl
ass 13

Hit P
oints 40 (9d8)

Speed 30 ft., swim 40 ft.

STR

8 (-1)

DEX

17 (+3)

CON

10 (+O)

Saving Throws Dex +5, Int +5

INT

17 (+3)

WIS

14 (+2)

CHA

11 (+O)

Skills History +5, Nature +5, Perception +4,
Survival +4

Damage Resistances cold, fire, lightning;
bludgeoning,

piercing, and slashing from nonmag
ical attacks

Damage Immunities acid,
poison

Condition Immunities poisoned

Senses blindsight 60 ft ., d arkvisio n 60 ft.,

passive Perception 14

Languages Abyssal, Infernal, telepathy 60
ft.

Challenge
3 (700 XP)

Innate Spellcasting. The merre
noloth's innate spellcasting

a bi lity is Intelligence (spell save DC 13). It can innately cast
the

following spells, requiring no material components:

CHAPTER 6 I BESTIARY

At will: charm person, darkness, detect mag
ic, dispel magic,

gust o f wind

3 /day: control water

1/day: control weather

Magic Resistance. The merrenoloth has
advantage on saving

throws against spells and ot her magical effects.

Magic Weapons

. The merrenoloth's weapon attacks


are magical.

Teleport. As a bonus action, the merrenoloth magically
tele-

ports, along wit h any equipment it is wearing o r carrying
, up to

60 feet to an unoccupied
space it can see.

ACTIONS

Multiatt
ack. The merrenoloth uses Fear Gaze once and ma kes

one o
ar attack.

Oar. Melee Weapon
Attack: +5 to hit, reach 5 ft., o ne target.

Hit: 8 (2d4 + 3) slashing damage.

Fear Gaze. The merrenoloth targets one creature it can see

within 60 feet of it. The tar
get must succeed on a DC 13 Wis-

dom saving throw or become frightened of the merrenoloth

for 1 minute. The frightened target can repeat the sav
ing throw

at the end of ea
ch of it s turns, ending t he effect on itself on

a success.
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