AC 16 (natural armor)
HP 76 (8d10+32; bloodied 38)
Speed 30 ft., fly 40 ft., swim 60 ft.
Proficiency +3, Maneuver DC 14
Saving Throw Con +7, Dex +5, Wis +5
Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from weapons that aren’t cold iron or silvered
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal, telepathy 100 ft.
Evil. The hydrodaemon radiates an Evil aura.
Magic Resistance. The hydrodaemon has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The hydrodaemon makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) magical piercing damage. If the target is a creature, it makes a DC 15 Wisdom saving throw or falls unconscious for 1d4 rounds. The creature wakes up early if it either takes damage or someone uses an action to shake or slap it awake. Instead of dealing damage, the hydrodaemon can choose to grapple its target instead.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) magical slashing damage.
Swallow. The hydrodaemon makes a bite attack against a Medium or smaller creature it is grappling . If the attack hits and the hydrodaemon has not swallowed another creature, the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hydrodaemon, it is blinded and restrained , and it makes a DC 15 Wisdom saving throw at the beginning of each of the hydrodaemon’s turns or it falls unconscious for 1d4 rounds. If the hydrodaemon dies, the target is no longer swallowed.
Sleep Spittle. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one creature. Hit: The creature makes a DC 15 Wisdom saving throw or falls unconscious for 1d4 rounds. The creature wakes up early if it either takes damage or someone uses an action to shake or slap it awake.
Horrendous crimson runes that are difficult to look upon writhe on the lumpy, muscular flesh of this winged toad-like creature and from its fanged maw slathers a tongue covered in saliva of a multitude of colors. Hydrodaemons are native to the waterways of Nülda, and with the chaos being wrought by Kalle Sirkesalo they are making their way across the Sıfırda Rivers to wreak havoc in Underland (until reaching the surface where their mayhem only expands). There is little that can sate one of these fiends save for live prey—they take great delight in a meal wriggling trying to free itself before ultimately succumbing to a quiet death.
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.