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Merrenoloth

Medium fiend (yugoloth), Neutral Evil

Armor Class 13

Hit Points 40 (9d8)

Speed 30 ft., swim 40 ft.

STR 8 (-1)
DEX 17 (+3)
CON 10 (+0)
INT 17 (+3)
WIS 14 (+2)
CHA 11 (+0)

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.

Actions

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.

Bonus Actions

Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 180