Water Form. The water hydra can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the water hydra takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Multiple Heads. The water hydra has five heads. Whenever the water 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 cold damage since its last turn. The water hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the water hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Multiattack. The water hydra makes as many bite attacks as it has heads.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Description
Water hydras are often found as guardians of aquatic temples and portals to the Elemental Plane of Water. But they can also be summoned and bound to guard any other locations, as long as they are near water, since the magic that holds them together becomes ineffective on land.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/23/2021 1:42:12 AM
|
3
|
0
|
--
|
Coming Soon
|
Comments