Shrill Rejuvenation. When the hydra is brought below 70 hit points, it immediately emits a sickening screech. Any creature within 180 ft of the hydra takes 3d6 psychic damage, granting the hydra temporary hit points equal to the total damage dealt, each creature affected by this ability must make a DC 17 Wisdom saving throw, or be frightened by the hydra for 1 minute. A creature can repeat this saving throw at the beginning of its turn.
Additionally, the hydra's lost heads manifest in astral form. If the hydra has less 5 heads at any time, treat is as though it has 5, any heads formed in this way deal psychic damage instead of their normal damage type.
Hold Breath. The hydra can hold its breath for 1 hour.
Legendary Resistance. (2/Day). If the hydra fails a saving throw, it can choose to succeed instead.
Multiple Heads. The hydra has five 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: +8 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 5) piercing damage.
Description
The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the hydra can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:
- Water levels slowly rise, hindering ground based movement in the lair. At the end of the next turn (in initiative order) water rises, creating difficult terrain for all creatures with a swim speed less than their walking speed. If there are hydra hatchlings present, they seek out and attempt to devour enemies of the hydra, dealing (2d6) piercing damage at the start of each creature's turn.
- The Lair Casts Faerie Fire in a 30 ft cube.
- The Lair Calls (1d3+1) Lizardfolk to aid the Hydra.
Previous Versions
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Coming Soon
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