Hydroloth

CreatureMTFp. 2492014

Medium fiend, neutral evil

Armor Class
15
Hit Points
135 (18d8 + 54)
Speed
swim 40 ft., 20 ft.
Challenge
9 (5,000 XP)
STR
12
+1
DEX
21
+5
CON
16
+3
INT
19
+4
WIS
10
+0
CHA
14
+2
Skills
Insight +4, Perception +4
Damage Resistances
cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities
acid; poison
Damage Vulnerabilities
fire
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages
Abyssal, Infernal, telepathy 60 ft.

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.

Spellcasting

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:

Raw data
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  "cr": "9",
  "hp": {
    "average": 135,
    "formula": "18d8 + 54"
  },
  "cha": 14,
  "con": 16,
  "dex": 21,
  "int": 19,
  "str": 12,
  "wis": 10,
  "name": "Hydroloth",
  "page": 249,
  "size": [
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  ],
  "type": {
    "tags": [
      "yugoloth"
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    "type": "fiend"
  },
  "skill": {
    "insight": "+4",
    "perception": "+4"
  },
  "speed": {
    "swim": 40,
    "walk": 20
  },
  "trait": [
    {
      "name": "Amphibious",
      "entries": [
        "The hydroloth can breathe air and water."
      ]
    },
    {
      "name": "Magic Resistance",
      "entries": [
        "The hydroloth has advantage on saving throws against spells and other magical effects."
      ]
    },
    {
      "name": "Magic Weapons",
      "entries": [
        "The hydroloth's weapon attacks are magical."
      ]
    },
    {
      "name": "Secure Memory",
      "entries": [
        "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."
      ]
    },
    {
      "name": "Watery Advantage",
      "entries": [
        "While submerged in liquid, the hydroloth has advantage on attack rolls."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast."
      ]
    },
    {
      "name": "Claws",
      "entries": [
        "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."
      ]
    },
    {
      "name": "Bite",
      "entries": [
        "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."
      ]
    },
    {
      "name": "Steal Memory (1/Day)",
      "entries": [
        "The hydroloth targets one creature it can see within 60 feet of it. The target takes {@damage 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 {@spell greater restoration} or {@spell remove curse} spell cast on the target ends this effect early."
      ]
    },
    {
      "name": "Teleport",
      "entries": [
        "The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."
      ]
    }
  ],
  "immune": [
    "acid",
    "poison"
  ],
  "resist": [
    "cold",
    "lightning",
    {
      "cond": true,
      "note": "from nonmagical attacks",
      "resist": [
        "bludgeoning",
        "piercing",
        "slashing"
      ]
    }
  ],
  "senses": [
    "blindsight 60 ft.",
    "darkvision 60 ft."
  ],
  "source": "MTF",
  "passive": 14,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "CUR",
    "MW"
  ],
  "alignment": [
    "N",
    "E"
  ],
  "languages": [
    "Abyssal",
    "Infernal",
    "telepathy 60 ft."
  ],
  "senseTags": [
    "B",
    "D"
  ],
  "soundClip": {
    "path": "bestiary/hydroloth.opus",
    "type": "internal"
  },
  "traitTags": [
    "Amphibious",
    "Magic Resistance",
    "Magic Weapons"
  ],
  "actionTags": [
    "Multiattack",
    "Teleport"
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  "damageTags": [
    "P",
    "S",
    "Y"
  ],
  "vulnerable": [
    "fire"
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  "reprintedAs": [
    "Hydroloth|MPMM"
  ],
  "languageTags": [
    "AB",
    "I",
    "TP"
  ],
  "spellcasting": [
    {
      "name": "Innate Spellcasting",
      "type": "spellcasting",
      "will": [
        "{@spell darkness}",
        "{@spell detect magic}",
        "{@spell dispel magic}",
        "{@spell invisibility} (self only)",
        "{@spell water walk}"
      ],
      "daily": {
        "3e": [
          "{@spell control water}",
          "{@spell crown of madness}",
          "{@spell fear}",
          "{@spell phantasmal killer}",
          "{@spell suggestion}"
        ]
      },
      "ability": "int",
      "headerEntries": [
        "The hydroloth's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:"
      ]
    }
  ],
  "hasFluffImages": true,
  "conditionImmune": [
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  ],
  "damageTagsSpell": [
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  "spellcastingTags": [
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  ],
  "savingThrowForced": [
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  ],
  "savingThrowForcedSpell": [
    "strength",
    "wisdom"
  ]
}
Hydroloth ยท Wiki