Medium fiend, neutral evil
- Armor Class
- 13
- Hit Points
- 40 (9d8)
- Speed
- swim 40 ft., 30 ft.
- Challenge
- 3 (700 XP)
- Saving Throws
- Dex +5, Int +5
- Skills
- Nature +5, History +5, Survival +4, Perception +4
- Damage Resistances
- cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- acid; poison
- Condition Immunities
- poisoned
- Senses
- blindsight 60 ft., darkvision 60 ft., passive Perception 14
- Languages
- Abyssal, Infernal, telepathy 60 ft.
Traits
The merrenoloth has advantage on saving throws against spells and other magical effects.
Actions
The merrenoloth makes one Oar attack and uses Fear Gaze.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage.
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
The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Spellcasting
The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):