Wastrilith

Large fiend (demon), Chaotic Evil

Armor Class

18 (natural armor)

Hit Points

157 (15d10+75)

Speed

walk 30 ft., swim 80 ft.

Saves

Str +9, Con +10

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

13

Amphibious

The wastrilith can breathe air and water.

Corrupt Water

At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.

Magic Resistance

The wastrilith has advantage on saving throws against spells and other magical effects.

Undertow

As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.

Actions

Multiattack

The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

Claws

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Grasping Spout

The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.

Wastrilith

Large fiend (demon), typically chaotic evil

Armor Class

18 (natural armor)

Hit Points

157 (15d10 + 75)

Speed

walk 30 ft., swim 80 ft.

Saves

Str +9, Con +10

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

13

Proficiency Bonus

+5

Amphibious

The wastrilith can breathe air and water.

Corrupt Water

At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.

Magic Resistance

The wastrilith has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout.

Bite

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

Claws

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Grasping Spout

The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.

Undertow (Bonus Action)

If the wastrilith is underwater, it causes all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.