Kryx RPGThemesMonsters

Merrenoloth

Medium fiend (yugoloth)
Challenge
3 (700 XP)

STR
−1
DEX
3
CON
0
INT
3
WIS
2
CHA
0

40
9d8
13
Fort
+0
Ref
+3
Will
+4
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities acid, poison
Condition immunities poisoned

Speed 9 m., swim 12 m.
Senses blindsight 18 m., darkvision 18 m., passive Perception 14
Skills Perception +4, Wilderness +4
Languages Abyssal, Infernal, telepathy 18 m.

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:

At will: charm creature, darkness, detect magic, dispel magic, gust of wind

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.

Bonus Actions

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.

Actions

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.

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