Merrenoloth
Medium fiend (yugoloth), neutral evil
Armor Class
13
Hit Points
40 (9d8)
Speed
30 ft., swim 40 ft.
STR
8 (-1)
DEX
17 (+3)
CON
10 (0)
INT
17 (+3)
WIS
14 (+2)
CHA
11 (0)
Damage Immunities
acid, poison
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 60 ft., passive Perception 14
Saving Throws
Dex +5, Int +5
Skills
History +5, Nature +5, Perception +4, Survival +4
Languages
Abyssal, Infernal, telepathy 60 ft.
Challenge
3 (700 XP)
Innate Spellcasting. The merrenoloth’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
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At will: charm person, darkness, detect magic, dispel magic, gust of wind
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3/day: control water
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1/day: control weather
Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The merrenoloth’s weapon attacks are magical.
Teleport. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Actions
Multiattack The merrenoloth uses Fear Gaze once and makes one oar attack.
Oar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing 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 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.