Gargantuan Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 233 (15d20 + 75)
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 +6
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Hold Breath. The Apex Devastator can hold its breath for 1 hour.

Multiple Heads. The Apex Devastator has five heads (two Ram, two Lion, one Snake). While it has more than one head, the Apex Devastator has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the Apex Devastator takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the Apex Devastator dies.

At the end of its turn, it grows two heads randomly determined by rolling on the heads table for each of its heads that died since its last turn, unless it has taken 40 damage from 5 different damage types since its last turn. The Apex Devastator regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the Apex Devastator has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the Apex Devastator sleeps, at least one of its heads is awake.

 

Heads Table.

When the Apex Devastator grows a head roll on the below table using a D20. Recharge abilities are not charged. Some heads give the Hydra resistances to certain damages (shown below).

1 - White Dragon (cold resistance)
2-4 - Ram
5 - Phoenix (fire resistance)
6 - Banshee (nectrotic resistance)
7 - Basilisk (acid resistance)
8 - Bone Naga
9-11 - Lion
12 - Spore pod (poison resistance)
13 - Allosaurus
14 - Crocodile
15 - Venom Troll (poison resistance)
16 - Unicorn (radiant resistance)
17 - Spider
18-20 Snake

 

Actions

Multiattack. The Apex Devastator makes as many attacks as it has heads. Each head has its own action list it would pick from the below.

White Dragon
Bite. 
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) cold damage.

Cold Breath (Recharge 5–6). This head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Ram
Ram. 
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. On hit target must make a DC 13 strength saving or be knocked prone.

Phoenix
Peck. 
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) fired damage.

Banshee
Fearful Bite. Melee Weapon Attack: 
+8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) necrotic damage. The target must make a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Apex Devastator is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Apex Devastator's this effect for the next 24 hours.

Basilisk
Petrifying Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. On hit the target must make a DC 12 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

 

Bone Naga
Bite. 
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) poison damage.

Lion
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Spore Pod
Spore Spread. This head explodes in a shower of spores the Apex Devastator loses 15 hit points but will regenerate one new head at the end of its turn regardless of damage taken and regains the standard 10 hit points. Each creature within 30 ft must makes a DC 15 dexterity save or take 19 (4d8) poison damage on a failed and become poisoned. If the save is made they take half damage and are not poisoned.

Allosaurus
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Crocodile
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and this head can't bite another target.

Venom Troll
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn.

Unicorn
Horn Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 4 (1d8) radiant damage.

Spider
Web. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Snake
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Habitat: Swamp

MrTInce

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