Large Monstrosity, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 88 (8d12 + 32)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +6, CON +7
Skills Perception +6
Damage Resistances Acid, Necrotic, Psychic
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has four 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: +5 reach 10 ft., one target. (1d8 + 3) piercing damage.

Ghoulish Burst (recharge 6): A green acid like flame covers 4 eyes of the hydra. Both heads rap together shooting a ghostly energy at any creature in range. Ranged weapon attack: DC: 15 Con save 100 ft straight line (4d10+4) necrotic and half on a successful save.

Tail spine (1/day). Demonic horns shoot out of it's tail and it swings the tail violently as the Hydra screeches in pain. Melee weapon attack: +8 who over is in a 30 foot cone, (2d10+4) acid damage.

Ghostly preservation (1/day). A many souls of different origins busts into the scales revealing the ghostly curse granting a +2 to AC until the start of it's next turn.

Description

The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Curse Hydra's typically have a more inquisitive nature, they will plan a very simple defense of their sleeping place but rarely fight to the death. These Hydras typically have one or more heads cut of and cauterized at the stump.

Lair and Lair Actions

 

Description of the general area: A typical cursed Hydra's lair is typically unholy in nature. Take into account of who cursed them, this stat block is showing the power of a Hydra cursed by an ancient coven of Green hags. So, it will be mostly overgrown necrotic in nature plant life with mutated animals around and the occasional acid pit. On the other hand if they were cursed by a demon it would be unbearably hot, forest fires would be common, wild life would be demonic and has no sustainable calories.

Acid bog (1/each week). The Hydra breaths in and blows into one of the four holes around it's sleeping place. This creates an acid bog that shoots out the other holes and 40 ft around it's sleeping place. Each player must succeed a DC: 12 Con save or take 1d10 acid damage for one turn.

Fallen trees (1/each day. The Hydra picks up a fallen tree near it's hiding place and throws it at the players. Range 20 feet. 2 squares at the impact point. DC: 14 Dex save on a fail they take 2d10 bludgeoning damage and is nocked prone, but if they succeed they take no damage and aren't nocked prone.

Monster Tags: monstrosity

Habitat: Swamp

NibbaChan42069

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