HYDRO
LOTH •Medium fiend (yugoloth), neutral evil ,.,,,Armor Class 15Hit Points 135 (18d8 + 54)1\Speed 20 ft., swim 40 ft.STR12 (+1)DEX21 (+5)CON16 (+3)Skills Insight +4, Perception +4Damage Vulnerabilities fireINT19 (+4)WIS10
(+O)CHA14 (+2)Damage Resis tances cold, lightning;
bludgeoning, piercing, andslashing
from nonmagical attacksDa
mage Immunities acid, poisonCondition Immunities poisonedSenses blindsight 60 ft., darkvision 60 ft., passive
Perception 14Languages 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 abilityis 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 (selfonly), water walk3/day each: control water, crown of madness.fear,
phantasmalkiller, suggestionWatery Advantage. While submerged
in liquid, the hydrolothhas advantage
on attack rolls.ACTIONSMultiattack. The hydroloth ma
kes two melee attacks. In placeof one
of these attacks, it can cast one spell that takes
l ac-tion to cast.Claws. Melee Weapon 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 (2dl0 + 5)
piercing damage.Steal Memory (1/Day). The
hydroloth targets one creature itcan see within 60 feet of it. The target takes 4d6
psychic dam-age, and it must make a DC 16 Intelligence saving
throw. On asuccessful save, the target becomes immune
to this hydroloth'sSteal Memory for
24 hours. On a failed save, the target loses allproficiencies, it
can't cast spells, it can't understand language,and if its Intelligence
and Charisma scores are higher thans. they become- Each time the target finishes a long rest,
it
can repeat the saving throw, ending
the effect on itself on asuccess. A greater restoration or
remove curse spell cast on thetarget ends
this effect early.Teleport. The
hydroloth magically teleports, a long with anyequipment
it is wearing or carrying, up to 60 feet to an
unoccu·
pied space
it can see...HYDRO LOTH
Like the
thought-stealing waters of the River Styx
theyinhabi
t, hydroloths filch the memories of creat
ures theyattack, s tealing away th
eir thoughts for delivery to what-ever
master they happen to s erve. Hydroloths
are skilledat
finding lost things, especially those that
have beenswallowed up in the deeps.For amphibious assaults or underwater
conflicts,hydroloths have no equal among yugoloths.
They some-times hire themselves
out to a ttack and scuttle shipsand raid coasta
l settlements.MERRENOLOTH
The grim, gaunt captains of the ferries
on the RiverStyx, mer re noloths
have total command of their ves sels,ensurin g that their passengers reach
their destinationssafely. Sometimes merrenoloths
can be coaxed awayfrom the Lower Planes to captain
other vessels, afford-ing those
ships and crews the same protection.When
ever a merrenoloth takes on a contract to
cap-tain a s hip
, it bonds with the ve hicle to make sure
noth-ing goes awry with it during
the journey. A merrenolothcan navigate its ship safely
through the worst storms,alwa
ys s tays on course, and never runs afoul
of the myr-iad
hazards that can thwart lesser captains.CHAPTER 6 I BESTIARY