Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has seven heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) cold damage.
Cold Breath (Recharge 5–6). Each of the hydra's heads exhales frigid mist and shards of ice in a 30-foot line that is 10 feet wide. Each one of these lines originates in a different square adjacent to the hydra, and no line can pass through a space occupied by the hydra.
Each creature in a line must make a DC 16 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Creatures affected by the breath of multiple heads must make a saving through for each line they're caught in.
Description
The cryohydra is a horrific, blubbery mammal not unlike a massive narwhal with multiple heads on long, serpentine necks. Its organic body has been warped by elemental power, allowing it to survive extreme cold. Although its heads can be severed, the hydra magically regrows them in short order.
If a Cryohydra is an Elemental rather than a Monstrosity, shouldn't it not require air, sleep, or food, thus making Hold Breath and Wakeful redundant?
No creature type has traits that apply to all creatures of that type. Much like azer or salamanders, cryohydra "have biological forms infused with elemental energy." It still requires certain biological functions to survive.
I like the concept of this creature, but I noticed two potential problems. You say it is a "horrific, blubbery mammal..." which would indicate it is actually a beast. Perhaps replacing "mammal" with "elemental" or "creature.
Secondly, the cryohydra has seven heads, and has the following action:
This is problematic because a creature could be targeted SEVEN times for potentially 189 (42d8) cold damage. For this I would recommend the following change: Make the recharge to roll a d6. If the hydra has more heads that what is rolled, ONE head can make the cold breath attack, while the others can make bite attacks. The cryohydra cannot bite a creature that it has used its cold breath on.
Hm. That is a lot of damage... especially if it could potentially do that *every* turn if the cryohydra is lucky with the recharge roll. An alternative, simpler solution would be to rule that that while each head can contribute to the total AoE for the breath weapon, a creature can only be affected by the cold breath once per breath attack. That way the breath weapon is still more effective with more heads, but it's never doing more than 6d8 damage to any one creature. That might take the CR down a bit, but does eliminate the 42d8 thing.
I think both of you are misreading this or maybe I am. However, I read it is each head that is remaining breaths the ice shards for a total damage of 6d8. The beast uses all of its heads at once to do this attack dealing only 6d8 damage total thus not allowing for multi attack for the rest of the heads.
"Creatures affected by the breath of multiple heads must make a saving through for each line they're caught in" is the section that I was reading; it's possible I'm misinterpreting it, and multiple saving throws simply means multiple chances to fail and take the full 6d8 damage rather than having stacked iterations of 6d8 damage. However, my initial thought was that targeted creatures would be subject to the effect of "taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one" for each saving throw that they have to make. I could be wrong, but that was how I interpreted it.
That's a lot of d8's. More than a Paladin...
Umm. I don't think so only because it does specify it does this for EACH head. It also says that each line deals 6d8 cold damage (Each creature in a {the A in this insinuates there are multiple lines} line must make a DC 16 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.), and a creature has to make a separate save for each line, so they would stack. (Creatures affected by the breath of multiple heads must make a saving throw for each line they're caught in.)
Thanks for your comments, everyone! To address the potential intensity of the hydra's Cold Breath, I've added a caveat that will keep most characters from getting dogpiled.
"Each of the hydra's heads exhales frigid mist and shards of ice in a 30-foot line that is 10 feet wide. Each one of these lines originates in a different square adjacent to the hydra, and no line can pass through a space occupied by the hydra."
Perhaps I am misunderstanding, but I am not sure this resolved the problem here. I might be missing something.
A Huge creature occupies a 3X3 square. That means that adjacent to it, there are 5 squareson each side. In the central 3 squares, the Hydra could still target a creature with 5 lines for 20d8. Seems like a lot. But ok.
The problem is the corner squares and the spots visible to multiple sides. There, the maximum number of lines is 9 or 36d8.
I don't know the official standards for damage by CR, but that seems pretty devastating.
It does drive home the importance of tactics. Always face a cyrohydra from centrally adjacent.
I also don't think this quite solves the problem, but it makes this a truly formidable adversary. Maybe just boosting that CR to reflect the enormous breath weapon damage potential would do it.
It's called both a mammal and an amphibian, which makes even less sense.
It's a pretty devastating hydra and I like that.
However, I put this thing through a CR calculator. It's a CR 21, not a 10.
Cool. I would not want to have to fight that, though.
It came out as CR 16 for me. Whatever the CR, it's obviously higher than 10.
btw, the passive perception should be 18, because the monster's perception is +8