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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