Amphibious. The hydra can breathe in both 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 15 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.
Darkvision. 120 ft.
Multiattack. The hydra makes as many bite or spit attacks as it has heads.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 3) piercing damage.
Spit. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) poison damage. On a successful hit, the target must make a CON save DC 13 or be poisoned until the end of its next turn.
Description
The deepwater hydra is a reptilian horror with a long, serpentine body ending in a powerful, crocodilian tail. Although its heads can be severed, the hydra magically regrows them in short order. This variant is almost entirely aquatic, hunting the deepest waters of inland seas, only coming up near the surface under cover of night. It is distinguished by its bright blue scales and large eyes which shine golden in torchlight.
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