Hydroloth

Mordenkainen Presents: Monsters of the Multiverse p. 158,

Size
Medium
Type
fiend (yugoloth)
Alignment
typically 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, and 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

Proficiency Bonus

+4

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.

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

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.

recharge

1/DAY

Teleport

The hydroloth 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, control water, crown of madness, fear, suggestion

Other data

description