Merrenoloth

Medium Fiend (yugoloth), Neutral Evil
MPMM

AC 13

HP 40 (9d8)

Speed 30 ft., swim 40 ft.

STR

8 (-1)

Save -1

DEX

17 (+3)

Save +5

CON

10 (+0)

Save +0

INT

17 (+3)

Save +5

WIS

14 (+2)

Save +2

CHA

11 (+0)

Save +0

Saving Throws DEX +5, INT +5

Skills History +5, Nature +5, Perception +4, Survival +4

Resistances Cold; Fire; Lightning; Bludgeoning, Piercing, Slashing (from nonmagical attacks)

Immunities Acid; Poison

Condition Immunities Poisoned

Senses blindsight 60 ft., darkvision 60 ft., Passive Perception 14

Languages Abyssal, Infernal, telepathy 60 ft.

CR 3

Traits

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

Actions

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

Oar. 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 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.