Hydroloth

Mordenkainen's Tome of Foes p. 249

Size
Medium
Type
fiend (yugoloth)
Alignment
neutral evil
AC
15
Hit Points
135 (18d8+54)
Speed
walk 20 ft., swim 40 ft.
Skills
Insight +4, Perception +4
Resistances
cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
acid, poison
Vulnerabilities
fire
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 60 ft.
Passive Perception
14
Languages
Abyssal, Infernal, telepathy 60 ft.
Challenge
9
STR
12
+1
DEX
21
+5
CON
16
+3
INT
19
+4
WIS
10
+0
CHA
14
+2

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.

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

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.

recharge

1/DAY

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.

Spells

darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion

Other data

description

Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps.

For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.

Yugoloths: Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.