Legendary Resistance (3/Day). If the hydragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hydragon has advantage on saving throws against spells and other magical effects.
Multiple heads. The hydragon has five heads. While it has more than one head, the hydragon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydragon takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, the hydragon dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn. The hydragon regains 30 hit points for each head regrown in this way.
Reactive Heads. For each head the hydragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydragon sleeps, at least one of its heads is awake.
Innate Spellcaster. The Hydragon has a number of spells it can cast equal to its charisma modifier and each spell can be cast once per day. (Spell DC 21, +13 to hit with spells)
Spells (1/day): scorching ray (7th level), fireball (8th level), incendiary cloud, fire storm, meteor swarm
Multiattack. The hydragon can use it's Monstrous Presence, it then makes a bite attack with each of it's heads.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Tail. Melee Weapon Attack: +18 to hit, Reach 15ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Monstrous Presence. Each creature of the hydragon's choice that is within 120 feet of the hydragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw is successful or the effect ends for it, the creature is immune to the hydragon's Monstrous Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The hydragon points its heads in multiple directions creating a 120 foot radius in which it exhales its flame. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
The hydragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hydragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (perception) check
Tail Attack. The hydragon makes a tail attack
Wing Attack (costs two actions). The dragon beats its wings. Each creature within 10 feet of the hydragon must make a DC 26 dexterity saving throw or take 16 (2d6+10) bludgeoning damage and be knocked prone. The hydragon can the fly up to half its speed.
Description
A Hydragon is a dragon that has undergone many dark rituals and infused itself with hydra blood to create a many headed monstrosity, possibly in reverence to Tiamat. These dragons are thankfully few and far, far between as if a hydragon live too long they can become incredible threats to entire worlds.
A typical hydragon has only five heads but they can grow more just like a regular hydra and if their number of heads becomes unruly the monster can choose to shed them. Hydragons are very unstable on their feet as the extra weight from their heads cause their claws to become useless in battle as it can very easily lose its balance. Hydragons typically have at least a rudimentary understanding of the arcane as they would have had to perform the rituals that made it into the monster it is now.
Lair and Lair Actions
A Hydragon's lair is not too different than a regular red, however they need more room as their size grows immensely.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
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