Hydroloths Species in D&D world | World Anvil
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Hydroloths

Hydroloths filch the memories of creatures they attack, sealing 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.
Average Height
A hydroloth measures about 10 ft. in height.
Average Weight
A hydroloth weighs approximately 400 pounds.
Related Ethnicities

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Hydroloth

Medium yugoloth, neutral
Armor Class 15 (natural armor)
Hit Points 135 18d8+54
Speed 20ft Swim: 40ft

STR
12 +1
DEX
21 +5
CON
16 +3
INT
19 +4
WIS
10 0
CHA
14 +2

Skills Insight 4, Perception +4
Damage Vulnerabilities fire
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Yugoloth
Challenge 9


Amphibious. The hydroloth can breathe air and water.   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   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 any effect that would steal or modify it’s memories or detect or read it’s 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.   Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 16 (2dl0 + 5) piercing damage.   Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) slashing damage.   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.   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.


 

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