Sources
CR
Type
Size
Alignment
Movement

Merrenoloth

Medium Fiend (yugoloth), Neutral Evil

Armor Class 13
Hit Points 40 (9d8)
Speed 30 ft., swim 40 ft.
STR
8
-1
DEX
17
+3
CON
10
+0
INT
17
+3
WIS
14
+2
CHA
11
+0
Saving Throws DEX +5, INT +5
Skills History +5, Nature +5, Perception +4, Survival +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.
Challenge 3 (700 XP)

Traits

Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects.

Spellcasting

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

Actions

Multiattack. The merrenoloth makes one Oar attack and uses Fear Gaze.

Oar. Melee Weapon Attack: +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.

Bonus Actions

Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Lore

The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels.