13
40 (9d8)
walk 30 ft., swim 40 ft.
Dex +5, Int +5
History +5, Nature +5, Perception +4, Survival +4
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
acid, poison
poisoned
blindsight 60 ft., darkvision 60 ft.
Abyssal, Infernal, telepathy 60 ft.
3
The merrenoloth has advantage on saving throws against spells and other magical effects.
The merrenoloth's weapon attacks are magical.
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.
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 • 1/Day: control weather • 3/Day: control water
The merrenoloth uses Fear Gaze once and makes one oar attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
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.
Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. 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 (4d10) 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.
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 1d6 hours.
13
40 (9d8)
walk 30 ft., swim 40 ft.
Dex +5, Int +5
History +5, Nature +5, Perception +4, Survival +4
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
acid, poison
poisoned
blindsight 60 ft., darkvision 60 ft.
Abyssal, Infernal, telepathy 60 ft.
3
+2
The merrenoloth has advantage on saving throws against spells and other magical effects.
The merrenoloth makes one Oar attack and uses Fear Gaze.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage.
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 of the merrenoloth 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.
The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): • At will: charm person, darkness, detect magic, dispel magic, gust of wind • 3/Day: control water
The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row: Gale: The air within 60 feet of the vessel is filled with 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. Propel: A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round. Repair: The vessel regains 22 (4d10) hit points.