Page 251 - Mordenkainen's Tome of Foes Deluxe
P. 251

A merrenoloth can hold its own in a fight, but it prefers
            to avoid combat when possible. In fact, it typically speci-
            fies in its contracts that it is under no obligation to fight.
            A merrenoloth's first duty is always to its vessel.

            LAIR ACTIONS
            Any ship a merrenoloth is contracted to captain be-
            comes the creature's lair. When fighting on the ship,
            the merrenoloth can invoke its ability to take lair ac-
            tions. On initiative count 20 (losing initiative ties), the
            merrenoloth can take one lair action to cause one of
            the following effects; it can't use the same effect two
            rounds in a row:
            •  The ship regains 22 (4dl0) hit points.
            •  A strong wind propels the ship, increasing its speed by
             30 feet until initiative count 20 on the next round.
            •  The air within 60 feet of the ship is filled with howling
             wind. Until initiative count 20 on the next round, that
             area is difficult terrain, and when 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.
            R EGIONAL E FFECTS
            A merrenoloth imbues its vessel with powerful magic
            that creates one or more of the following effects:
            •  The ship doesn't sink even if its hull is breached.
            •  The ship always stays on course to the destination the
             merrenoloth names.
            •  Creatures the merrenoloth chooses to take on the ship
             aren't discomfited by wind or weather, though this
             effect doesn't protect against damage.
            If  the merrenoloth dies. these effects fade over the
            course of ld6 hours .

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

            CHAPTER 6  I BESTIARY
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