MerrenolothMedium fiend (yugoloth)
- 3 (700 XP)
Dashing Strike. If the merrenoloth uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Innate Spellcasting. The merrenoloth’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells:
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 18 meters to an unoccupied space it can see.
Multiattack. The merrenoloth uses Fear Gaze once and makes one oar attack.
Oar. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 8 (2d4 + 3) slashing damage.
Fear Gaze. The merrenoloth targets one creature it can see within 18 meters of it. The target must succeed on a DC 13 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.