Huge Monstrosity, Unaligned
Armor Class 17 (natural armor)
Hit Points 185 (17d12 + 75)
Speed 30 ft., Swim 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +6, Stealth +10
Condition Immunities Blinded, Deafened
Senses Blindsight 60 feet, Tremorsense 60 feet, Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Hold Breath. The hydra can hold its breath for up to 8 hours.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being charmed, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 35 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 hydra regains 15 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.

Aquatic Predator. The hydra has advantage on attack rolls against any creature that enters, starts, or ends its turn in water.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads. It may substitute any number of bite attacks for its drag attack.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (1d12 + 6) piercing damage. On a hit target creature must make a DC 16 con save or be paralyzed until the hydra's next turn.

Drag. Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 10 (1d8 + 6) bludgeoning damage. On a hit, the hydra may move the target up to 15 feet closer to it.

Flash Fog Cloud. When the hydra starts its turn with at least half of its body submerged in water, the hydra may heats up its body to a tremendous degree, causing any moisture around it to boil and vaporize. Liquid vaporized in this way becomes a fog cloud with the properties of the fog cloud spell (without the concentration requirement).

Description

The cavefisher hydra is a reptilian horror with a smooth, milky-white scaled body and multiple heads on long, serpentine necks. Each head is topped with small red coral like fringes, two "false arm" like growthes, and retain vestigial eye sockets that have been covered up by pale, translucent skin. Although its heads can be severed, the hydra magically regrows them in short order.

Ambush Predator. The Cavefisher Hydra spends most of its time submerged in underground lakes and long forgotten underdark estuaries. Keeping its main body submerged, it dredges up silt with its odd salamander-like heads in search of bottom feeding fish and other underwater creatures. When it senses a creature on the surface the hydra slowly brings one of its heads out of the water, careful not to show too much of its long neck. It then slides its head along the surface, mimicking the appearance of a lowly, easy to prey on salamander. When the creature moves in to investigate the head snaps forward, revealing a jaw full of misshapen teeth resembling glass shards. Sinking its teeth into the meat of the creature, it aims to paralyze it with debilitating venom that flows through its body, where it then drags the creature to a watery doom. 

Drow, Duregar, and other intelligent species living within the underdark are taught to be wary of underground lakes and anything that comes out of them, but bestial creatures like quagoths or chittin are easy prey for the Cavefisher Hydra.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2021 5:00:40 PM
15
1
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Coming Soon
8/9/2021 5:06:18 PM
5
1
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Coming Soon

Monster Tags: monstrosity

Habitat: UnderdarkUnderwater

Sgntgroundhog

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