MERRENOLOTH (or Merraenoloth) – 5e stats

Medium fiend (yugoloth), neutral evil

Armor Class 13
Armor Class (suggested) 17
Hit Points 40 (9d8)
Speed 30 ft., swim 40 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
8 (-1)17 (+3)10 (+0)17 (+3)14 (+2)11 (+0)

Saving Throws Dex +5, Int +5
Skills History +5, Nature +5, Perception +4, Survival +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 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)

Innate Spellcasting. The merrenoloth’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:

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

Magic Weapons. The merrenoloth’s weapon attacks are magical.

Teleport. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

ACTIONS

  • Multiattack. The merrenoloth uses Fear Gaze once and makes one oar attack.
  • Multiattack (suggested). The merrenoloth uses Fear Gaze once and makes two oar attacks.
  • Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A merrenoloth is a fiendish creature that serves as a ferryman on the River Styx, the infernal waterway that connects the lower planes. A merrenoloth resembles a thin, gray, pale-eyed humanoid with a skeletal face, wearing tattered robes and burial wraps. Its eyes glow red when it is angry. A merrenoloth wields a fiery oar that it uses to steer its vessel and fend off attackers. A merrenoloth can speak any language, but prefers to communicate telepathically with other members of its kind.

COMBAT

A merrenoloth is not a formidable combatant, but it will defend its ship and its passengers if provoked. A merrenoloth can bite with its bony fangs or slash with its oar, which counts as a magical weapon. A merrenoloth can also use its fear gaze to frighten enemies within 60 feet, or cast various spells to manipulate water, weather, and darkness. A merrenoloth can teleport itself and its equipment up to 60 feet as a bonus action, and has advantage on saving throws against magic. A merrenoloth can summon other yugoloths, such as hydroloths, to aid it in battle.

HABITAT / SOCIETY

A merrenoloth is loyal only to its ship and the money it earns from ferrying passengers across the River Styx. A merrenoloth can navigate through any storm or obstacle on the river, and imbues its vessel with magical properties that prevent it from sinking or going off course. A merrenoloth can also travel to the Ethereal and Astral planes with its ship if it wishes. A merrenoloth charges a hefty fee for its services, and will not hesitate to abandon or betray those who fail to pay or try to cheat it. A merrenoloth is neutral in alignment and does not care about the conflicts of the lower planes, unless they interfere with its business.

A merrenoloth is a type of yugoloth, a race of fiends that originated in the plane of Gehenna. Yugoloths are mercenaries who sell their services to the highest bidder, often playing both sides of the Blood War between devils and demons. A merrenoloth is a lesser yugoloth, but ranks higher than most of its kin due to its specialized role and expertise. A merrenoloth is created by Charon, the lord of the River Styx, who grants them a portion of his power and authority.

Marraenoloths are ferrymen and ferrymen only. Other fiends would love to subvert them to spy on their Blood War enemies, but these creatures are only concerned with their passengers.

Since all marraenoloths are aware of each other, all know of any person who cheats or harms anyone of their kind. They won’t come to each other’s aid (that would indicate concern for their fellows), but the identity of the transgressor is noted, and future services from any of these yugoloths will require greater payments and incur a significantly higher risk of treachery.

The cheater can return to the good graces of the boatmen only by making a suitable sacrifice to all their kind.

They are among the most neutral of the evil yugoloths, existing to collect their fares and nothing else. They stay clear of the politics of the Blood War. Because their skills are valuable to tanar’ri and baatezu alike, the other fiends tolerate this neutrality.

As much as some infernal lord might like to subjugate them, it’s understood they would no longer function properly if that happened.

As a marraenoloth without its sailing duties is fairly worthless, even as a lowly foot soldier in the Blood War, no one has attempted to take control of them. However, they may unwittingly play pawns in the subtle plottings of some baatezu or tanar’ri.

ECOLOGY

A merrenoloth does not age or reproduce, but can be promoted to a more powerful yugoloth by Charon if it proves itself worthy. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts. Occasionally they are summoned or sent to the Prime Material Plane, anyway, to transport some being to or from the Lower Planes (using a special plane shift ability that works for this task only).

Marraenoloths carry passengers but never cargo, always demanding immediate payment for their services. They may demand a magical item, a bag of 10 platinum coins, or two gems of 50 gp value (or more). If not paid, the marraenoloth will seek to prevent the would-be passenger from entering its boat, and it will teleport itself and its craft away at the first opportunity.

Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance) or by leading the summoner into an ambush (15% chance). This chance of betrayal can be reduced by making additional contributions to the marraenoloth’s hoard.

The Infernal Skiff: The Merrenoloth’s Vessel of Choice

The Merrenoloth boat is a small skiff that can carry up to six Medium creatures, including the merrenoloth itself. The boat is made of wood and metal, and has a single oar that the merrenoloth uses to propel and steer it. The boat is imbued with powerful magic by the merrenoloth, which grants it several traits:

  • The boat does not sink even if its hull is breached. The merrenoloth can also magically repair any damage to the boat with a touch.
  • The boat always stays on course to the destination the merrenoloth names. The merrenoloth can navigate through any storm or obstacle on the River Styx, and can also travel to the Ethereal and Astral planes with the boat if it wishes.
  • The boat can be affected by the merrenoloth’s spells, such as control water, control weather, and darkness. The merrenoloth can use these spells to enhance the speed and comfort of the boat, or to deter unwanted visitors.
  • The boat can be teleported by the merrenoloth, along with any equipment it is carrying, up to 60 feet to an unoccupied space it can see. The merrenoloth can use this ability as a bonus action, and often does so to escape danger or reach a better position.
  • The boat can change its size to accommodate more souls, up to a maximum of 24 Medium creatures. The merrenoloth can use this ability as an action, and usually does so to increase its profit or to transport large groups of fiends. However, the larger the boat, the slower and more vulnerable it becomes.

The Merrenoloth boat is a valuable and versatile vessel that can traverse the lower planes and beyond. However, it comes at a high price, as the merrenoloth charges a hefty fee for its services, and may betray or abandon its passengers if they fail to pay or try to cheat it.

The Dreadnought: The Legendary Merrenoloth of the Styx

Among the countless merrenoloths that ply the River Styx, there is one that stands out as the most feared and respected of them all. His name is unknown, but he is known by his epithet: the Dreadnought. He is the captain of a massive vessel that resembles a floating fortress, bristling with weapons and defenses. The Dreadnought has been sailing the Styx for centuries, ferrying the most powerful and influential fiends across the lower planes. He has seen and survived countless battles, storms, and betrayals, and has amassed a fortune that rivals that of some archdevils and demon lords.

The Dreadnought’s vessel is a marvel of infernal engineering, enhanced by his own magic and skill. It can carry up to a hundred passengers, as well as cargo and equipment. It can travel through any plane that the Styx flows through, as well as the Ethereal and Astral planes. It can withstand any attack, from physical to magical, and can retaliate with devastating force. It can also change its appearance and size to suit the Dreadnought’s needs and preferences.

The Dreadnought’s reputation is such that few dare to challenge or cheat him. He charges exorbitant fees for his services, but he always delivers his passengers to their destinations safely and swiftly. He is neutral in alignment and does not take sides in the Blood War or any other conflict, unless it benefits him. He is also known for his cunning and wisdom, and often acts as a mediator or advisor for his clients. He has forged alliances and enmities with many fiends of all kinds, and knows many secrets and rumors of the lower planes.

The Dreadnought is a legend among the merrenoloths, and many aspire to emulate him or surpass him. He is also a mystery, as no one knows his true name, origin, or motivation. Some say he was once a mortal who sold his soul to Charon for eternal life and power. Others say he is an agent of some higher power, or a rogue yugoloth who defied his masters. Some even say he is Charon himself, disguised as a merrenoloth to observe his domain.

Whatever the truth may be, the Dreadnought remains the undisputed master of the River Styx, and one of the most influential figures in the lower planes.