Large Outsider (Evil) |
Hit Dice: | 7d8+14 (50 hp) |
Initiative: | +7 (+3 Dex, +4 Improved Initiative) |
Speed: | 15 ft., glide 30 ft. (clumsy), swim 60 ft. |
Armor Class: | 22 (+3 Dex, +10 natural, -1 size) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 claws +9 melee, bite +7 melee; or 2 claws +9 melee, bite +7 melee, 2 foot claws +5 melee; or spit +9 ranged |
Space/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Spit, spell-like abilities, summon yugoloth |
Special Qualities: | Damage reduction 10/+1, yugoloth qualities, SR 19,water resistance |
Saves: | Fort +7, Ref +8, Will +7 |
Abilities: | Str 17, Dex 16, Con 14, Int 10, Wis 14, Cha 12 |
Skills: | Escape Artist +14, Hide +14, Listen +17, Move Silently +14, Spot +17 |
Feats: | Improved Initiative, Multiattack, Alertness |
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Environment: | River Styx |
Organization: | Solitary, gang (1-6) or pack (10-30) |
Challenge Rating: | 7 |
Treasure: | None |
Alignment: | Neutral Evil |
Advancement: | 8-10 HD (Large); 11-21 HD (Huge) |
Level Adjustment: | 0 |
Hydroloths are elite fighting forces that are commonly used in ambush or amphibian attacks. These creatures are grotesque amphibians that can swim the river Styx without losing their memories. They are commonly found in groups of 10 or more wherever Styx enters the lower planes. They are squat humanoids with large flaps of skin under the arms used for gliding on the air. They have frog-like faces and warty, yellow skin. Hydroloths communicate using telepathy.
CombatHydroloths have two methods of attack. If attacking from land or water,they will use a claw/claw/bite routine. If these creatures launch themselves through the air and attack while gliding, they may also take advantage of their foot claws. Hydroloths will gleefully attack anything they feel they can easily defeat.Spit (Ex): Hydroloths can spit a stream of foul yellow liquid from a gland under their tongues once per round. This foul liquid will inflict1d10 points of damage upon a hit and will force the target to make a Fortitude save (DC 15). If the save fails, the victim is affected as if by a powerful sleep spell. The sleep wears off after 8 rounds, during which time the victim cannot be awakened save by magical means.Spell-Like Abilities: At will - create water, darkness, dimension door, summon monster V (on Prime Material only and water elemental only) and water walk. These abilities are as the spells cast by a 8th level sorcerer (save DC 11 + spell level).Water Resistance (Ex): Hydroloths only take half damage from any water-based attack form (no damage if they make their saving throw).Summon Yugoloth (Sp): Twice per day a hydroloth can automatically summon other hydroloth.Yugoloth Immunities (Ex): Acid, fire, poison, and iron weapons.Spell-Like Abilities: At will - alter self, animate dead, charm person, contagion, minor image, produce flame and teleport without error (optional).Weakness (Ex): Double damage from cold.
Habitat/SocietyHydroloths are relatively well respected in the yugoloth community. They are used on special operations and attacks that generally involve covert operations or guerilla type actions. They, of course, specialize in amphibious and subaqueous warfare.These amphibians are regarded by other yugoloths, particalarly the ultroloths, as valuable. Hydroloths will very often offer their favor among their betters to gain positions of power and influence. It is common, for instance, for these creatures to demand extra wealth, or a sham of the mortal life forces transferred for the job they do. While the great yugoloths certainly have the physical power to force the hydroloths to do their bidding, they feel it is wiser to appease these creatures. They prefer to dwell in water, fire, or lava, but can be found anywhere.0
EcologyIn any war effort, there are certain creatures that make profit from the carnage that takes place wound them. Mercenaries are such beings and yugoloths, are mercenaries in the extreme. However, few yugoloths are motivated like the hydroloths are. These monsters delight in fighting in the Blood War. They seem to draw strength from the terror inflicted on mortals, which drives their blood lust still further.Because they are sent to the Prime Material plane fairly often for missions, a number of hydroloths have been killed or captured by mages.It has been found that several of their internal organs make excellent spell components and alchemical mixtures for potions. A live hydroloth, which is extremely difficult to capture, might bring a high price. A dead one, though not as valuable, will still turn a pretty gold piece.For more information, see the Planescape Monstrous Compendium Appendix (pg. 122).