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Merrun the Inexorable CR: 25

Huge undead, chaotic evil
Armor Class: 26 (Bramble Gloves)
Hit Points: 315 30d10+150
Speed: 50 ft , fly: 50 ft , can hover

STR

14 +2

DEX

20 +5

CON

20 +5

INT

21 +5

WIS

15 +2

CHA

24 +7

Saving Throws: Con +13, Dex+13, Cha +15
Skills: Stealth +13, Persuasion +23, Intimidation +15, Deception +23, Perception +10
Damage Resistances: Acid, Fire, Poison
Senses: darkvision 60 ft., Passive Perception 20
Languages: Abyssal, Barovian, Common, Infernal
Challenge Rating: 25
Proficiency Bonus: 8

Merrun is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Merrun has the following spells prepared:   1st level (4 slots): Charm Person, Shield, Unseen Servant, Magic Missle, Inflict Wounds
2nd level (3 slots): Borrowed Knowledge, Suggestion, Mirror Image, Crown of Madness, Misty Step, Invisibility
3rd level (3 slots): Counterspell, Dispel Magic, Sending, Vampiric Touch
4th level (3 slots): Blight, Greater Invisibility, Banishment, Phantasmal Killer
5th level (3 slots): Dominate Person, Raise Dead, Geas
6th level (2 slots): Circle of Death, Contingency, Mass Suggestion
7th level (2 slots): Finger of Death, Power Word Pain
8th level (1 slots): Dominate Monster, Feeblemind
9th level (1 slots): Power Word Kill


Devils Sight. Magical darkness doesn't impede Merrun's darkvision.
Immutable Form. Merrun is immune to any spell or effect that would alter her form.
Legendary Resistance (2/Day). If Merrun fails a saving throw, she can choose to succeed instead.
Magic Weapons. Merruns's weapon attacks are magical.
Necrotic Absorption. Whenever Merrun is subjected to necrotic damage, she takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Vampiric Aura. At the start of each of Merrun's turns, each creature within 5 feet of her takes 15 2d10 necrotic damage. A creature that touches Merrun or hits her with a melee attack while within 5 feet of her takes 15 2d10 necrotic damage.

Actions

Multiattack. Merrun uses her Drain Life ability if she has it. Then she can make 3 attacks, two weapon attacks, and one Bite attack. She can use her Claws instead of her Bite.     Bite. Melee Weapon Attack: d20+11 to hit, reach 5 ft., one target. Hit: 19 2d6+5 magical piercing damage. If the target is a creature, Merrun regains the damage as health. Claws. Melee Weapon Attack: d20+12 to hit, reach 5 ft., one target. Hit: 19 d6+2 magical slashing damage.
Forsaken Brand. Melee Weapon Attack: d20+11 to hit, reach 5 ft,. one target. Hit: 23 1d8+5 magical slashing damage plus 27 4d8 fire damage.
Forsaken Arrow. Ranged Weapon Attack: d20+15 to hit, range 150/600 ft., one target. Hit: 24 2d8+6 piercing damage plus 27 6d8 necrotic damage. If the target is a creature, it can't regain hit points until the start of Merrun's next turn.
Life Drain (Recharge 5-6). Merrun targets one creature she can see within 120 feet of her. The target must succeed on a DC 19 Constitution saving throw, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
Merrun regains a number of hit points equal to half the amount of damage dealt.

Children of Blood (1/Day). Merrun magically calls 3d6 Imps. While outdoors, Merrun can call 2d4 Hellwasps instead. The called creatures arrive in 1d4 rounds, acting as allies of Merrun and obeying her spoken commands. The creatures remain for 1 hour, until Merrun dies, or until Merrun dismisses them as a bonus action.

Bonus Actions

Blood Bend. Merrun targets one creature she can see within 60 feet of herself that is sharing her blood. The target must succeed on a DC 20 Wisdom saving throw or be paralyzed. The creature can repeat its saving throw ad the end of its turn. The effect also ends when Merrun chooses to target another creature.

Legendary Actions

Merrun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Merrun regains spent legendary actions at the start of her turn.   Move. Merrun moves up to her speed without provoking opportunity attacks.
Forsaken Brand. Merrun makes a Forsaken Brand attack.
Red Cocoon (Costs 3 Actions). Merrun creates a cocoon of thinly webbed blood silk around a creature she can see within 60 feet of it. The target must succeed on a DC 21 Dexterity saving throw or take 31 (9d6) acid damage.

Lair Actions

While Merrun is in Lair, she can take lair actions as long as she isn't incapacitated.
On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:

Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.
 

  • A powerful current rushes through the lair. Each enemy within 60 feet of Merrun must roll a DC 23 Strength saving throw. The current pushes them up to 60 feet from the creature on a failure and ten feet on a success. They must make a DC 23 Constitution saving throw, on a failed save, roll on the Blood Ichor Table.
  • The creature instantly creates a twisted simulacrum of one humanoid within its lair. Though it still resembles the original humanoid, its body is composed of vile, discarded remnants of the surrounding environment. The simulacrum obeys the creature's orders until it falls apart at the start of the next round.
  • Until the start of the next round, any non-undead creature attempting to cast 5th-level spells or lower becomes wracked with pain. Those affected may choose alternative actions but must make a DC 23 Constitution saving throw if they insist on completing their casting. The spell has no effect on a failure, and the caster takes 1d6 necrotic damage multiplied by the spell's level.

  • Regional Effects

    The region surrounding a Merrun's lair is warped by her unnatural presence, creating any of the following effects:


  • Aura of Apathy. Creatures within 1 mile of the monster’s lair experience a sensation of apathy and lack of will to go on. The sensation grows stronger the closer the creatures come to the monster’s lair and upon first seeing the monster, a creature must succeed on a DC 25 Wisdom saving throw or fall prone and become incapacitated when they first see the monster. This effect lasts until the end of their next turn as they are overcome with feelings of hopelessness.
  • Burning Winds. Billowing hot wind rushes within 8 miles Merrun’s lair, sometimes forming superheated twisters that rip and tear through the area.
  • Difficult Currents. Currents are exceptionally treacherous within 8 miles of the lair. Any ability checks made to swim or safely navigate a vessel moving through these waters have disadvantage.
  • Eerie Songs. Creatures within 1 mile of the Merrun's lair can hear eerie singing. Her song draws any creature further into the lair.
  • Unending Thirst. Drinking sources within 8 miles of the lair are supernaturally fouled. Any outside creature that attempts to drink anything within this area immediately regurgitates it, including potions or elixirs.


  • If the Merrun is destroyed, these effects end after 2d6 days.


    Created by

    Joshy Shadow.

    Statblock Type

    Monster

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