Necrotic Pulse. When the avatar takes piercing or slashing damage, each creature within 120 feet of the hydra takes 9 2d8 necrotic damage.
Multiple Heads. The avatar has five heads. While it has more than one head, the avatarhas advantage on saving throws against being frightened, stunned, and knocked unconscious.
Whenever the avatar takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the avatar 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 radiant damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the avatar has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Multiattack. The avatar makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
The avatar can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The avatar regains spent legendary actions at the start of his turn.
Move. The avatar moves (walking or flying) up to half his speed. Avatar does not provoke opportunity attacks with this movement.
Breath weapon (5 actions). The avatar makes 1-5 (heads) ranged spell attacks, +8 to hit, 3d8 necrotic damage on hit. (d6 5-6 recharge.)
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