Hardening Bones The hydra is resistant to bludgeoning, piercing and slashing damage from non magical attacks
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has two heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the hydra takes 50 or more damage in a single turn, one of its heads fall off. At the end of its turn, shadows re-attach any missing heads. For each of its heads that collapsed since its last turn, unless it has taken 20 radiant damage since its last turn. The hydra regains 10 hit points for each head reattached and gains 1 AC.
Reactive Heads. For each head the hydra has beyond the first, 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: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage and 9(3d6) Necrotic Damage. The creature must also make a DC 17 STR saving throw or become grappled and restrained in one of its mouths. While the creature is grappled in the Hydra's mouth its life essence starts to drain form their very being and age one year and lose 10hp at the endof their turn and the start of the Hydra's turn. If a creature would fall unconscious in the Hydra's mouth they would fail all saving throws upon the Hydra's next turn and be absorbed into the creature. (The hydra would use the Feast action as a free action on this creature.)
Untransmutable The Hydra is immune to having its form change by magical and non-magical means.
Feast The Hydra can for-go its turn to absorb the flesh and life essence of the near by dead creatures and regain 1d10 hit points per corpse devoured.
Un-nerving Presence The Undead Hydra is the foe of legend any guild team should avoid at any cost when not prepared to deal with the creature's resiliency. Any creature that starts their turn with in 10 ft of the hydra must make a WIS saving Throw (DC 14) or become frightened by the Hydra for the next minute.
Upon the actual destruction of the undead Hydra the surrounding area becomes enveloped by the darkness spell to 120ft radius for 1d20 days. Upon the last day at midnight, if the Hydra was not dissolved in a bath of Holy Acid, the creature will un-alive once more.
Description
Two-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the land's most desolate locations. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos.
Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a territory to claim as their own. Often, they steal lairs from other monsters in prolonged, devastating battles.
Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.
Blighted Existence The Undead Iron Hydra is only re-born from the foulest existence of curses. They feed on the corpses of the dead and leave a trail of rotting vegetation in its wake. A Undead Hydra is easily tracked by following its line of un-growth, but should not be attempted by the newer guild faculties. They are as resilient in death as they are in life and pose a challenge for the most veteran of guild teams.
Horror Legend Legend says that the undead hydra is un-killable. That the beast simply decides to let the prey live. Victims of an Undead hydra have been noted to be cursed by the creature to forever have nightmares of it lurking in the shadows, waiting to lunge out and finish what it started.







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