Page 250 - Mordenkainen's Tome of Foes Deluxe
P. 250

HYDRO  LOTH                   •                                                             ..
             Medium fiend (yugoloth), neutral evil   ,.,,,

             Armor Class 15
             Hit Points 135 (18d8 + 54)   \
                                    1
             Speed 20 ft., swim 40 ft.
                STR    DEX     CON     INT     WIS    CHA
               12 (+1)   21  (+5)   16 (+3)   19 (+4)   10 (+O)   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 Abyssal, Infernal, telepathy 60 ft.
             Challenge 9  (5,000 XP)
             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 follow·
             ing 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










             Watery Advantage. While submerged in  liquid, the hydroloth
             has advantage on attack rolls.
                                                                 HYDRO  LOTH
             ACTIONS
                                                                 Like the thought-stealing waters of the River Styx they
             Multiattack. The hydroloth makes two melee attacks. In place   inhabit, hydroloths filch the memories of creatures they
             of  one of  these attacks, it can cast one spell  that takes l  ac-  attack, stealing away their thoughts for delivery to what-
             tion to cast.                                       ever master they happen to s erve. Hydroloths are skilled
                                                                 at finding lost things, especially those that have been
             Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
             Hit: 14 (2d8 + 5) slashing damage.                  swallowed up in the deeps.
                                                                   For amphibious assaults or underwater conflicts,
             Bite. Melee Weapon Attack: +9 to hit,  reach 5 ft., one target.   hydroloths have no equal among yugoloths. They some-
             Hit: 16 (2dl0 + 5) piercing damage.
                                                                 times hire themselves out to attack and scuttle ships
                                                                 and raid coastal settlements.
             Steal Memory (1/Day). The hydroloth targets one creature it
             can see within 60 feet of  it. The target takes 4d6 psychic dam-
                                                                 MERRENOLOTH
             age, and it must make a DC 16 Intelligence saving throw. On a
             successful save, the target becomes immune to this hydroloth's   The grim, gaunt captains of the ferries on the River
             Steal Memory for 24 hours. On a failed save, the target loses all   Styx, merrenoloths have total command of their vessels,
             proficiencies, it can't cast spells, it can't understand language,   ensuring that their passengers reach their destinations
             and if  its Intelligence and Charisma scores are higher than   safely. Sometimes merrenoloths can be coaxed away
             s. they become 5. Each time the target finishes a long rest, it   from the Lower Planes to captain other vessels, afford-
             can repeat the saving throw, ending the effect on itself on a   ing those ships and crews the same protection.
             success. A greater restoration or remove curse spell cast on the   Whenever a merrenoloth takes on a contract to cap-
             target ends this effect early.                      tain a ship, it bonds with the vehicle to make sure noth-
             Teleport. The hydroloth magically teleports, along with any   ing goes awry with it during the journey. A merrenoloth
             equipment it is wearing or carrying, up to 60 feet to an unoccu·   can navigate its ship safely through the worst storms,
             pied space it can see.                              always stays on course, and never runs afoul of the myr-
                                                                 iad hazards that can thwart lesser captains.


                                                                                              CHAPTER 6  I BESTIARY
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