5e:Hydroloth

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Hydroloth [1]
Medium Fiend  (Yugoloths), Neutral Evil
Armor Class: 15 (natural armor)
Hit Points: 135 (18d8+54)
Speed: 20 ft., swim 40 ft.
Str Dex Con Int Wis Cha
12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+0) 14 (+2)
Skills: Insight, Perception +4
Damage Vulnerability: fire
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunity: acid, poison
Condition Immune: poisoned
Senses: blindsight 60 ft., darkvision 60 ft., passive perception 14
Languages: Abyssal, Infernal, telepathy 60 ft.
Habitat: Costal, Swamp, Underwater, Lower Planes
Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4

Features

Amphibious. [2] The yugoloth can breathe air and water.

Innate Spellcasting. The yugoloth'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, invisibility (self only), water walk
3/day: control water, crown of madness, fear, phantasmal killer, suggestion

Magic Resistance. [2] The yugoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons. [2] The yugoloth'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 ofthese attacks, it can cast one spell that takes l action to cast.

Claw. Melee Spell 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. [2] The yugoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.


Sources and Notes

  1. Wizards RPG Team. Mordenkainen's Tome of Foes (5e) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 249. Licensed: © Wizards of the Coast.
  2. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL. 2.0 2.1 2.2 2.3

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