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:

  • At will: charm person, darkness, detect magic, dispel magic, gust of wind

  • 3/day: control water

  • 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.

medium
fiend
cr3
mordenkainens-tome-of-foes
(p. 250)