Kryx RPGThemesCreatures


Medium fiend (yugoloth)


Damage resistances cold, fire, lightning; bludgeoning, piercing, slashing from attacks that aren’t silvered
Damage immunities acid, poison
Condition immunities poisoned

Speed 5 m., swim 8 m.
Skills Divinity +4 (15), Insight +2 (13), Perception +4 (15), Wilderness +4 (15)
Senses blindsight 10 m., darkvision 10 m.
Languages Abyssal, Infernal, telepathy 10 m.

Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons. The merrenoloth’s weapon attacks are magical.

Spellcasting. The merrenoloth uses Divinity (Int) to cast spells (spell save DC 13, +5 to hit with spell attacks). It has 6 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): hydraulic push, shape water

1 mana: aquatic adaptation, averting gust, charm creature, create or purify water, desiccate, ebb and flow, fog cloud, gale strike, gust of wind, liquid body, locate water, rain, slick skin, steal breath, tidal break, tidal surge, warding winds, water jet, water whip, whispering wind

3/day: control water

1/day: control weather

Actions (2)

Oar. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 8 (2d4 + 3) slashing damage.

Fear Gaze (1/turn). The merrenoloth targets one creature it can see within 10 meters of it. The target must succeed on a DC 10 Will 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.

Teleport (1/turn). The merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 10 meters to an unoccupied space it can see.

Lair Actions

On initiative count 20 (losing initiative ties), the merrenoloth takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • The ship regains 22 (4d10) health.

  • A strong wind propels the ship, increasing its speed by 5 meters until initiative count 20 on the next round.

  • The air within 10 meters 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 Reflex saving throw or be knocked prone.

Regional Effects

The region containing the merrenoloth's lair is warped by the merrenoloth’s magic, which 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.


No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via