Merrenoloths did not excel in combat, but they had supernatural control of any ship they were hired to captain, being able to command them by simply naming the destination. They could manipulate the winds around their ships to prevent others from boarding them, but could also increase the level of comfort of paying passengers.
They could innately cause the effects of the charm person, control water, control weather, darkness, detect magic, dispel magic, and gust of wind spells. When angered, their gaze could cause intense fear on their opponents.
Merrenoloths charged either 10 pp, two gems worth at least 50 gp each, or a magic item worth at least 100 gp per passenger, in advance. They never carried cargo. They almost never got lost on the treacherous course of the river, but were known to sometimes lead their passengers to traps laid out by a third paying party. It was advisable to increase the payment to a merrenoloth to avoid such an inconvenience.
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 David "Zeb" Cook (1994). Planescape Campaign Setting, Monstrous Supplement. Edited by David Wise. (TSR, Inc), pp. 30–31. ISBN 978-1560768340.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Mike Mearls, Jeremy Crawford (May 29, 2018). Mordenkainen's Tome of Foes. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. 249–250. ISBN 978-0786966240.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). Monster Manual II 3rd edition. (TSR, Inc), pp. 202–203. ISBN 07-8692-873-5.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 29. ISBN 0-88038-031-4.