Kryx RPGThemesCreatures
Hydroloth

Hydroloth

Medium fiend (yugoloth)
Challenge
9

STR
1
DEX
5
CON
3
INT
4
WIS
0
CHA
2

135
18d8+54
18
Fort
+5
Ref
+5
Will
+5
Damage vulnerabilities fire
Damage resistances cold, lightning; bludgeoning, piercing, slashing from attacks that aren’t silvered
Damage immunities acid, poison
Condition immunities poisoned

Speed 4 m., swim 8 m.
Skills Divinity (Int) +8 (19), Insight +4 (15), Perception +4 (15)
Senses blindsight 10 m., darkvision 10 m.
Languages Abyssal, Infernal, telepathy 10 m.

Amphibious. The hydroloth can breathe air and water.

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 the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

Spellcasting. The hydroloth uses Divinity (Int) to cast spells (spell save Difficulty 16, +8 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: darkness, detect magic, dispel magic, invisibility (self only), water walk

1 mana: fear

2 mana: bloodlust, control water, suggestion, terrifying visage

Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls.

Actions (2)

Claws (1/turn). Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 14 (2d8 + 5) slashing damage.

Bite (1/turn). Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 16 (2d10 + 5) piercing damage.

Steal Memory (1/long rest). The hydroloth targets one creature it can see within 10 meters of it. The target takes 4d6 psychic damage, and it must make a Difficulty 16 Will 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 are higher than −3, they become −3. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A restoration augmented to greater restoration or remove curse spell cast on the target ends this effect early.

Teleport (1/turn). The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 10 meters to an unoccupied space it can see.

mtof

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.