Huge Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 10 ft., Swim 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +6
Damage Resistances Acid
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Amphibious. The Aquatic hydra can breath air and water

Multiple Heads. The hydra has five 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 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 fire damage since its last turn. The hydra regains 10 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.

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

Actions

Multiattack. The hydra 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.

Boiling Water Spray (Recharge 5-6). The aquatic hydra uses three heads actions to exhale boiling water in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 26 (8d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Description

The aquatic hydra is a reptilian fish like horror with a Plesiosaurusian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.

Habitat: CoastalUnderwater

Jade_Kuma

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