# 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](/Rules/Source/conditions.md#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 `dice:4d10|noform|noparens|avg|text(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 `dice:1d6|noform|noparens|avg` (`1d6`) hours.