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.