Huge Monstrosity, Typically Neutral Evil
Armor Class 21 (natural armor)
Hit Points 202 (10d12 + 138)
Speed 30 ft., Swim 30 ft.
STR
22 (+6)
DEX
10 (+0)
CON
24 (+7)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +10, CON +11
Skills Perception +6
Damage Vulnerabilities Fire
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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 30 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.

Restoring tissues. At the end of its turn, the Armoured Hydra recovers 15 hit points. 

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. 1d10 poison damage. 

Description

The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.

The Armoured Hydra, however, is a highly regarded servant of Lernaea, clad by cult members. Their presence can doom smaller groups of soldiers alone, although their armour leaves them vulnerably slow.  

Monster Tags: monstrosity

Habitat: Swamp

Stinky_Mittens

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