Multiple Heads. The hythid has five heads. While it has more than one head, the hythid has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hythid takes 25 or more damage in a single turn, one of its heads that was not grown twelve or more hours ago dies. If all its heads die, the hythid dies.
Reactive Heads. For each head the hythid 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 hythid 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.
Swallow. Five times a day, the hythid can choose to grapple one creature within 60 feet of it with DC 16. If suceeded, the hythid's round is over. If failed, the hythid swallows the creature whole. After 5 rounds, the swallowed creature's ability scores all become zero and the hythid grows a new head that contains the consciousness of the swallowed creature except the strength, dexterity, and constitution ability scores of the swallowed creature become that of the hythid's as well as the alignment.This can be reversed if the hythid diesdies or the swallowed creature is removed from the hythid's gut, but both must be done before twelve hours have passed. Otherwise, it is only reversible with a wish spell or simular magic.
Description
The hythid is the result of a hydra implanted with a mind flayer tadpole. This hideous amalgamation manipulates its victims into a cult to fallow and trust it. Once it has enough loyal followers, it commands them to be eaten by itself so it can grow more heads and gain more knowledge. It usually targets scholars and spellcasters for their brainpower and knowledge or it builds up excessively large cults for protection and hundreds to thousands of heads grown at a time.







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