Hydrodemon

Large fiend (demon), neutral evil

Armor Class

15 (natural armor)

Hit Points

85 (9d10 + 36)

Speed

30 ft., fly 40 ft., swim 60 ft.

STR

18 (+4)

DEX

14 (+2)

CON

18 (+4)

INT

8 (-1)

WIS

11 (+0)

CHA

14 (+2)

Damage Immunities

poison

Damage Resistances

cold, fire, lightning

Condition Immunities

poisoned

Senses

darkvision 60 ft., passive Perception 16

Saving Throws

Dex +5, Con +7

Skills

Perception +6

Languages

Abyssal

Challenge

5 (1,800 XP)

Amphibious. The hydrodemon can breathe air and water.

Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The demon’s weapon attacks are magical.

Innate Spellcasting. The hydrodemon’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: darkness, detect magic, water walk

  • 2/day each: dimension door, teleport

  • 1/day each: hallow

Actions

Multiattack. The hydrodemon makes three attacks: one with its bite and two with its claws. The demon can use its Sleep Spittle instead of using its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the demon can’t bite another target.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Sleep Spittle. One target within 60 ft. must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. The sleeping target can be awakened if someone uses an action to shake or slap the sleeper awake, and the target will wake if it takes damage.

Summon (1/day). The demon chooses what to summon and attempts a magical summoning. A hydrodemon has a 30% chance of summoning one hydrodemon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

large
fiend
cr5
tome-of-horrors