Hadala Lophi

The predominant females of hadala-lafeda society, hadala-lophi (often called lophi) are swift swimmers with a gift for illusion and enchantment. Appearing as a frightful combination of mermaid and anglerfish, a lophi’s body glows with an eerie bioluminescence. As the master manipulators of the hadala-lafeda, these creatures “fish” upon the surface of the water with their hypnotic lures. Entire crews have dived overboard in pursuit of a lophi’s alluring light, never to be seen or heard from again. Each lophi is a master manipulator and cunning strategist. What they cannot take, they will swindle others for, weaving a complex web of deceptions that rarely becomes unraveled. Their voices are surprisingly pleasant despite their fearsome appearance, echoing with deep tones that travel great distances underwater.


HADALA-LOPHI

Medium fey, neutral evil


Armor Class 16 (coral armor)
Hit Points 135 (18d8 + 54)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 17 (+3) 16 (+3) 19 (+4) 24 (+7)

Saving Throws Dex +4, Int +7, Wis +8
Skills Athletics +10, History +12, Perception +8, Persuasion +15, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 300 ft., passive Perception 18
Languages Hadali, Sylvan
Challenge 12 (8,400 XP)


TRAITS

Bioluminescence. The lophi emits a disorienting and sparkling light from its body. While emitting this light the lophi sheds dim light for 30 feet, and creatures that can see the lophi have disadvantage on attack rolls against it. The lophi can choose to emit or suppress this light as a bonus action on each of its turns.

Deep Sea Dweller. The lophi is immune to the harmful effects of pressure at extreme depths and can breathe only underwater. Additionally, darkness of any kind (including magical darkness) does not impede a lophi’s vision.

Sudden and Inevitable Betrayal. Attacks against creatures charmed by the lophi have advantage and deal an additional 18 (4d8) psychic damage on a hit.


ACTIONS

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage and the target is grappled (escape DC 18). A creature grappled in this manner cannot breathe underwater.

Hydrokinesis. The lophi can use her thoughts to manipulate water within 60 feet of it. When the lophi takes this action, each creature of the lophi’s choice in the area must succeed on a DC 19 Strength saving throw or take 22 (4d10) bludgeoning damage, or half as much on a success.
Additionally, when a creature fails the saving throw against this effect, the lophi can cause one of the following effects:

  • The creature is restrained until the start of the lophi’s next turn.
  • The creature is moved up to 30 feet in a direction of the lophi’s choice.
  • If the creature is holding its breath, it reduces the amount of time it can hold its breath by 1 minute.
  • If the creature is suffocating, it fails a death saving throw.
  • A creature not in contact with a body of water is immune to the effects of this action.

Lure of the Depths. The lophi creates a 1-foot-diameter sphere of hypnotizing light in an unoccupied space it can see. The light emits bright light to a distance of 30 feet and dim light 30 feet beyond that.
Creatures of the lophi’s choice that can see the light and start their turn within 60 feet of it must succeed on a DC 19 Wisdom saving throw or become charmed. A creature so charmed must spend all of its movement on each of its turns to move toward the light, and uses its action to dash toward the light if it ends its movement more than 5 feet from it. If the creature ends its turn and cannot see the light, the effect ends.

Unless a creature is surprised, at the start of each of its turns it can close its eyes to avoid the saving throw. If the creature does so, it becomes blinded until the start of its next turn. If the creature sees the light in the meantime, it must immediately make the saving throw.

As an action, the lophi can move the light up to 60 feet. The light lasts for 1 hour, until the lophi creates another light, or until the lophi dismisses it as an action.


Ref: TPKB1 p130