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Adventures, quests, and homebrew content for TTRPGs.

Hydrocanth

Statblock

Hydrocanth

Large elemental, neutral



STR DEX CON INT WIS CHA
16 (+3) 22 (+5) 18 (+4) 12 (+1) 12 (+1) 10 (+0)


Water-bound. The hydrocanth can only live inside a body of water. If it begins its turn outside of a body of water, it takes 7 (2d6) necrotic damage.

Water Form. The hydrocanth is only visible from underwater, otherwise it’s invisible. It can mould its body to mimic simple shapes or objects and can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The hydrocanth makes three lash attacks.

Lash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Bonus Actions

Displace. The hydrocanth forces one creature it has grappled to succeed a DC 15 Strength saving throw or be moved 15 feet in a direction of the hydrocanth’s choice.

Reactions

Vile Squit. If the hydrocanth is hit by an attack that does acid or poison damage, it can spit back the tainted fluid. The creature which made the attack must succeed on a DC 16 Constitution saving throw, or be poisoned (if the damage was posion), or blinded (if the damage was acid). The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Villain Actions

Each round, the hydrocanth can take one villain action at the end of another creature’s turn based on the round. After the final villain action has been used, the hydrocanth can take one villain action of his choice at the end of another creature’s turn, once per round.

Round 1: Grasping Tendrils. The hydrocanth shoots a sticky tendril at each creature within 30 feet that is not behind full cover. Each creature must succeed on a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (their choice) or be grappled (escape DC 17).

Round 2: Pull to the Deep. All creatures grappled by the hydrocanth must make a DC 15 Strength saving throw, being pulled up to 20 feet towards the hydrocanth on a failure, or up to half as far on a success.

Round 3: Reverse Osmosis. Each creature grappled by the hydrocanth or within 10 feet and in the same body of water as it must make a DC 16 Constitution saving throw, taking 17 (5d6) necrotic damage on a failure, or half as much damage on a success. The hydrocanth heals for a number of hit points equal to half the damage dealt.

Tactics

General: Stay under the water. Attack the lowest AC enemy in range.

Displace: Use displace on the lowest strength target. This is meant to synergise with grasping tendrils, but if that fails to grapple anything, the hydrocanth should use at least one of its attacks to attempt a grapple.

Grasping Tendrils: Use grasping tendrils when there are multiple enemies in range. If possible, use before the hydrocanth’s first turn so it can make use of displace.

Pull to the Deep: Use pull to the deep early in the round to prevent giving creatures a chance to escape the grapple.

Reverse Osmosis: Use reverse osmosis early in the round to prevent giving creatures a chance to leave the water.

Lore

Intelligence (Arcana) DC 10: A hydrocanth is a type of water spirit. They’re formed when a body of water is given a name and grow depending on how large its home is.

Intelligence (Arcana) DC 15: Despite their aquatic nature, hydrocanths aren’t actually made from water but the ‘idea’ of water. Because of this, they are invisible when covered in water but when viewed from under the water, they can be seen and look like liquid glass. When removed from the water, they begin to deteriorate.

Intelligence (Arcana) DC 20: Hydrocanths collect items that fall into their water and distribute them as a means of entertainment. For example, gifting a magic sword to a knight who promises to vanquish an evil threatenening a hydrocanth’s lake, or testing a woodsman’s honesty when their axe falls into the hydrocanth’s river.

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