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.
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.
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