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.
The merrenoloth's weapon attacks are magical.
As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Actions
The merrenoloth uses Fear Gaze once and makes one oar attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing 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 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.
Spellcasting
The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: