Armor Class 13
Hit Points 40 (9d8)
Speed 30 ft., swim 40 ft.
Saving Throws DEX +5, INT +5
Skills History +5, Nature +5, Perception +4, Survival +4
Damage Resistances cold, fire, lightning, [object Object]
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 3
Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects.
Multiattack. The merrenoloth makes one Oar attack and uses Fear Gaze.
Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage.
Fear Gaze. 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.
Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Mordenkainen Presents: Monsters of the Multiverse, p. 180