Merrenoloth

Medium fiend (yugoloth), Neutral Evil

Armor Class13
Hit Points40 (9d8)
Speed30 ft., swim 40 ft.
STRDEXCONINTWISCHA
8 (-1) 17 (+3) 10 (+0) 17 (+3) 14 (+2) 11 (+0)
Saving ThrowsDex +5, Int +5
SkillsHistory +5, Nature +5, Perception +4, Survival +4
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiesacid; poison
Condition Immunitiespoisoned
Sensesblindsight 60 ft., darkvision 60 ft., passive Perception 14
LanguagesAbyssal, Infernal, telepathy 60 ft.
Challenge3

Traits

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 Attack Roll: +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.

Spellcasting

The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

At will: charm person, darkness, detect magic, dispel magic, gust of wind

3/day: control water