250
A me rrenoloth can hold its own in a fight, but it pr
efersto 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 ACTIONSAny
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), themerrenoloth can take one la
ir action to cause one ofthe following effects; it ca n't u
se the same effect tworounds 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
atarea is difficult terr
ain, and whe n a Medium or smallercreature flies into
that area or starts its turn flyingthere. it must
succeed on a DC 13 Strength savingthrow or be knocked prone.REG
IONAL EFFECTSA m
erre noloth imbues its vessel with powerful magicth
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 thiseffect doesn't protect agains t damage.If the merr
e noloth dies. these effects fade over thecourse o f l
d6 hours.MERRENOLOTH
Medium fie nd (yugoloth), neutral evilArmor Cl
ass 13Hit P
oints 40 (9d8)Speed 30 ft., swim 40 ft.STR8 (-1)DEX17 (+3)CON10 (+O)Saving Throws Dex +5, Int +5INT17 (+3)WIS14 (+2)CHA11 (+O)Skills History +5, Nature +5, Perception +4,
Survival +4Damage Resistances cold, fire, lightning;
bludgeoning,piercing, and slashing from nonmag
ical attacksDamage Immunities acid,
poisonCondition Immunities poisonedSenses blindsight 60 ft ., d arkvisio n 60 ft.,passive Perception 14Languages Abyssal, Infernal, telepathy 60
ft.Challenge
3 (700 XP)Innate Spellcasting. The merre
noloth's innate spellcastinga bi lity is Intelligence (spell save DC 13). It can innately cast
thefollowing spells, requiring no material components:CHAPTER 6 I BESTIARYAt will: charm person, darkness, detect mag
ic, dispel magic,gust o f wind3 /day: control water1/day: control weatherMagic Resistance. The merrenoloth has
advantage on savingthrows 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 to60 feet to an unoccupied
space it can see.ACTIONSMultiatt
ack. The merrenoloth uses Fear Gaze once and ma kesone 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 seewithin 60 feet of it. The tar
get must succeed on a DC 13 Wis-dom saving throw or become frightened of the merrenolothfor 1 minute. The frightened target can repeat the sav
ing throwat the end of ea
ch of it s turns, ending t he effect on itself ona success.