Sources
CR
Type
Size
Alignment
Movement

Hydroloth

Medium Fiend (yugoloth), Neutral Evil

Armor Class 15
Hit Points 135 (18d8 + 54)
Speed 20 ft., swim 40 ft.
STR
12
+1
DEX
21
+5
CON
16
+3
INT
19
+4
WIS
10
+0
CHA
14
+2
Skills Insight +4, Perception +4
Damage Vulnerabilities fire
Damage Resistances cold, lightning; bludgeoning, piercing, 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)

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.

Spellcasting

Spellcasting. The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

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

3/day each: control water, crown of madness, fear, suggestion

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. Hit:16 (2d10 + 5) force damage plus 9 (2d10) psychic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:14 (2d8 + 5) force damage plus 9 (2d10) psychic damage.

Steal Memory (1/Day). The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 (4d6) 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 greater restoration or remove curse 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.

Lore

Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps.