So many Heads. The Arch Hydra starts with 20 heads and whenever a head is cut off 5 more heads. The only way anyone can cut off all of its heads you have to burn or freeze the neck stumps before it regenerates 5 more heads.
Breath water it can breath water duh.
Heads have brains. Every head is able to make opportunity attacks
Main brain. In the middle of the heads a large head with a very small neck holds the main brain and if you slay that head the rate of heads regenerating hoes down to 2 heads per round and in order for the Arch Hydra to regenerate that one the beast must spend 3 of its turns.
Dumb heads. All the other heads besides the main one are immune to being stunned, frightened, charmed and becoming unconscious. They also have advantage on saving throws against being blinded and deafened
Multiattack. Make as many bite attacks as it has
Bite. Range 25ft. To hit +8. 1d10+5 pierce
Fire breath. Range 50ft. To hit +8. Dex save 16. 1d12+5 fire.
Wrap. Range 25ft. To hit +8. Dex save 18 or be tangled until the Arch Hydra's next turn. 2d6+3 or take no damage on a success.
If the Arch Hydra gets a 23 on initiative the beast gets to do a legendary action.
Draconic wings (Must get a 23 on initiative # As many as you want). The Arch Hydra grows gigantic wings and gets a flying speed of 120 ft and can land on PCs and the target must succeed on a Dex 20 or be crushed and take 15d12 bludgeoning damage.
Description
The Arch Hydra has a giant body and 21+ heads. 20 heads with long necks and 1 large head without a neck in the middle in all the rest of the heads. It has 3 large tails and 8 fat legs. Each head has a distinct feature such at horns, large teeth, fins, ears or hair.
Lair and Lair Actions
They just live in caves but do have large quantities of gold and possibly regular hydras if you really want to murder your players.
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Posted Sep 21, 2025this ******* sucks