THE SHARED REFERENCE Adventurer

Monster

Hydroloth

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fiend
Size
Medium
Armor class
15
Hit points
135 (18d8 + 54)
Speed
Walk 20 ft., Swim 40 ft.
Challenge rating
9
Alignment
Neutral Evil
Strength
12
Dexterity
21
Constitution
16
Intelligence
19
Wisdom
10
Charisma
14
Passive Perception
14
Skills
insight: +4; perception: +4
Senses
blindsight 60 ft., darkvision 60 ft.
Languages
Abyssal, Infernal, telepathy 60 ft.
Resistances
cold, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
acid, poison
Condition Immunities
poisoned
Vulnerabilities
fire

Traits

Amphibious

The hydroloth can breathe air and water.

Magic Resistance

The hydroloth has advantage on saving throws against spells and other magical effects.

Secure Memory

The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.

Watery Advantage

While submerged in liquid, the hydroloth has advantage on attack rolls.

Actions

Multiattack

The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d10) psychic damage.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage plus 9 (2d10) psychic damage.

Steal Memory (1/Day)

The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 (4d6) psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can't cast spells; it can't understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.

Teleport

The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Spellcasting

The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: darkness, detect magic, dispel magic, invisibility (self only)

3/day each: control water, crown of madness, fear, suggestion

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