This entry has no prose โ see the raw data below.
Merrenoloth
Legendary groupMPMMp. 1802014
Raw data
{
"name": "Merrenoloth",
"page": 180,
"__prop": "legendaryGroup",
"source": "MPMM",
"lairActions": [
"On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row:",
{
"type": "list",
"items": [
{
"name": "Gale",
"type": "item",
"entries": [
"The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."
]
},
{
"name": "Propel",
"type": "item",
"entries": [
"A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round."
]
},
{
"name": "Repair",
"type": "item",
"entries": [
"The vessel regains 22 ({@dice 4d10}) hit points."
]
}
],
"style": "list-hang-notitle"
}
],
"regionalEffects": [
"A merrenoloth imbues its vessel with magic that creates one or more of the following effects:",
{
"type": "list",
"items": [
{
"name": "Unerring",
"type": "item",
"entries": [
"The vessel always stays on course to the destination the merrenoloth names."
]
},
{
"name": "Unsinkable",
"type": "item",
"entries": [
"The vessel doesn't sink even if its hull is breached."
]
}
],
"style": "list-hang-notitle"
},
"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours."
]
}