Merrenoloth
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Innate Spellcasting. The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: charm person, darkness, detect magic, dispel magic, gust of wind 3/day: control water 1/day: control weather Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The merrenoloth's weapon attacks are magical. Teleport. 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.
Multiattack. The merrenoloth uses Fear Gaze once and makes one oar attack. Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Innate Spellcasting. The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: 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 ofeach of its turns, ending the effect on itself on a success.
• The ship regains 22 (4d10) hit points. • A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. • The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, 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 prone.
Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects: • The ship doesn't sink even if its hull is breached. • The ship always stays on course to the destination the merrenoloth names. • Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage. If the merrenoloth dies, these effects fade over the course of 1d6 hours.
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