Huge Undead, Unaligned
Armor Class 13 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 30 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +8, Stealth +9
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Multiple Heads. The hydra has twelve 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 20 or more damage in a single turn, one of its heads dies. It can lose multiple heads in one turn. 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 more than 10 radiant damage since its last turn. The hydra gains 10 temporary 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.

Shadow Stealth. While in dim light or darkness, the hydra can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the hydra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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 and 5 (1d8) necrotic damage. A hit target can't regain hit points until the end of the hydra's next turn. If this attack hits an undead target, it also has disadvantage on attack rolls against the hydra until the end of the hydra's next turn.

Description

Although a hydra's heads can be severed, it magically regrows them in short order. This magical growth can be corrupted by foul magic and cause the hydra to become partially undead. If all the heads have regrown in this necromantic fashion, the entire hydra is overtaken by this corruption, and it becomes even more dangerous and ravenous than before, driven by fury and agony rather than the normal hunger that drives a hydra.

Lair and Lair Actions

Due to the sensitivity to the sun caused by the necromantic energy that transformed a hydra to take this form, this transformation of a hydra is inclined to lair in dark caves and may even find its way into the Underdark. Some are deliberately transformed and kept as guard creatures and the like by mad mages, while others are accidentally transformed by mages who failed to truly grasp the nature and power of a hydra's head regrowth until they had created a form that they would not live to convey to others.

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2020 7:25:17 AM
26
3
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Coming Soon

Habitat: Swamp

Duffory

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