publish: true
aliases:
- Merrenoloth
created: 2026-03-09T12:15:34.397-04:00
modified: 2026-03-09T12:15:34.397-04:00
published: 2026-03-09T12:15:34.397-04:00
tags: - ttrpg-cli/compendium/src/5e/mpmm
- ttrpg-cli/monster/legendary-group
cssclasses: - json5e-note
obsidianUIMode: preview
Merrenoloth
Lair Actions
Source: Mordenkainen Presents: Monsters of the Multiverse
On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can’t take the same lair action two rounds in a row:
- Gale. The air within 60 feet of the vessel is filled with 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.
- Propel. A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round.
- Repair. The vessel regains 22 (
4d10) hit points.
Regional Effects
Source: Mordenkainen Presents: Monsters of the Multiverse
A merrenoloth imbues its vessel with magic that creates one or more of the following effects:
- Unerring. The vessel always stays on course to the destination the merrenoloth names.
- Unsinkable. The vessel doesn’t sink even if its hull is breached.
If the merrenoloth dies, these effects fade over the course of 1d6 hours.