Armor Class
15
Hydroloth
Medium Fiend · Neutral Evil
Hit Points
135 (18d8 + 54)
Speed
Walk 20 ft., Swim 40 ft.
CR
9
Traits
Amphibious
The hydroloth can breathe air and water.
Magic Resistance
The hydroloth has advantage on saving throws against spells and other magical effects.
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 Bite or Claw attacks. It can replace one attack with a use of Spellcasting.
Bite
Melee Weapon Attack +9 to hit, reach 5 ft., one target. 16 () Force damage plus 9 () Psychic damage.
Claw
Melee Weapon Attack +9 to hit, reach 5 ft., one target. 14 () Force damage plus 9 () Psychic damage.
Steal Memory (1/Day)
The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 () 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 or spell cast on the target ends this effect early.
Teleport
The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.