Huge Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
2 (-4)
WIS
8 (-1)
CHA
2 (-4)
Saving Throws STR +8, CON +8
Skills Perception +6
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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 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.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The hydra 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.

Description

The zombie hydra is an undead horror, an undead servitor created by the necromancers of Thay for the purpose to be used as shock troopers, to weaken their enemies' defenses, or lure or kill powerful adventurers. Sometimes they are used as guardians to their black sites.

Habitat: Swamp

Hariz83

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