Hold Breath. The cryohydra can hold its breath for 1 hour.
Multiple Heads. The cryohydra has five heads. While it has more than one head, the cryohydra 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 cryohydra 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 cryohydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the cryohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the cryohydra sleeps, at least one of its heads is awake.
Ice Walk. The cryohydra can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Cold Hide. When a creature hits the cryohydra with a melee attack, the creature takes 6 cold damage.
Multiattack. The cryohydra 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 plus 8 (2d8) cold damage.
Cold Breath (Recharge 4–6). The cryohydra exhales an icy blast in a 30-foot cone from one of it's heads. Each creature in that area must make a DC 16 Constitution saving throw, taking 32 (8d8) cold damage on a failed save, or half as much damage on a successful one.
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