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

