THE SHARED REFERENCE Adventurer

Monster

Hydroloth

Outside your table’s allowed sources

Official reference · MTF · 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.

Magic Weapons

The hydroloth's weapon attacks are magical.

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 melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.

Claws

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

Bite

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

Steal Memory (1/Day)

The hydroloth targets one creature it can see within 60 feet of it. The target takes 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 magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Innate Spellcasting

The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:

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

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

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