5e:Merrenoloth: Difference between revisions
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|languages={{5elang|Abyssal}}, {{5elang|Infernal}}, {{srd5lc|Telepathy}} 60 ft. | |languages={{5elang|Abyssal}}, {{5elang|Infernal}}, {{srd5lc|Telepathy}} 60 ft. | ||
|languagelist=Abyssal, Infernal | |languagelist=Abyssal, Infernal | ||
|habitat= | |habitat=Coastal | ||
|plane=Acheron, Carceri, Gehenna, Hades, Underdark | |||
|cr=3 <!--Challenge Rating--> | |cr=3 <!--Challenge Rating--> | ||
|xp= <!--Experience points for destroying--> | |xp= <!--Experience points for destroying--> | ||
| | |pointer=true | ||
|summary=These fiends look like the boatmen of the river Styx. <!-- 1-2 line unofficial, UNPLAGIRIZED, description --> | |summary=These fiends look like the boatmen of the river Styx. <!-- 1-2 line unofficial, UNPLAGIRIZED, description --> | ||
Latest revision as of 10:31, 5 January 2024
Merrenoloth (Pointer) [1] | ||||||||||||
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Medium Fiend (Yugoloths), Neutral Evil | ||||||||||||
Armor Class: 13 | ||||||||||||
Hit Points: 40 | ||||||||||||
Speed: 30 ft., swim 40 ft. | ||||||||||||
| ||||||||||||
Saving Throws: Dex, Int | ||||||||||||
Skills: History, Nature, Perception, Survival | ||||||||||||
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks. | ||||||||||||
Damage Immunity: acid, poison | ||||||||||||
Condition Immune: poisoned | ||||||||||||
Senses: blindsight 60 ft., darkvision 60 ft., passive perception 14 | ||||||||||||
Languages:
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Habitat: Coastal | ||||||||||||
Plane: Acheron, Carceri, Gehenna, Hades, Underdark | ||||||||||||
Challenge: 3 (700 xp)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesInnate Spellcasting. ActionsMultiattack. Bonus ActionsTeleport. |
Unofficial Description: These fiends look like the boatmen of the river Styx.
Merrenoloth's Lair
[1] A ship the merrenoloth is on. 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:
Lair Actions
[1] When fighting inside its lair, an merrenoloth can use lair actions. On initiative count 20 (losing initiative ties), the yugoloth takes a lair action to cause one of the following effects; the yugoloth can’t use the same effect two rounds in a row:
- Repair Ship.
- Propel Ship.
- Whirlwind.
Regional Effects
[1] The ship.
- Unsinkable Ship.
- True Course.
- Protected Passengers.
1d6 hours.
Sources and Notes
- Wizards RPG Team. Mordenkainen's Tome of Foes (5e 2014) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 249250. Licensed: © Wizards of the Coast (used under 'fair use' clause). ↑ 1.0 1.1
- Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. ↑ 2.0 2.1
Back to Main Page → DnD → 5x → 5e (2014) → Monster → Fiend → Yugoloth
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Monster data +
Merrenoloth (Sort Text: Yugoloth Merrenoloth 5e, Size: Medium, Type: Fiend, Subtypes: Yugoloth, Alignment: Neutral Evil, HP: 40, CR: 3, Features: Innate Spellcasting • Multiattack • Oar • Fear Gaze • Teleport, Has Lair: Yes, NPC: No, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: Mordenkainen's Tome of Foes)
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