250
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.