Huge Aberration, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 200 (15d12 + 75)
Speed 5 ft., burrow 40 ft.
STR
20 (+5)
DEX
8 (-1)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +10, CON +8, CHA +10
Skills Perception +7
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Deafened, Poisoned
Senses Blindsight 120 ft, Passive Perception 16
Languages Common, Deep Speech -- Understands any language spoken by those under the effect of its Blind Song
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The False Hydra can breathe air and water. 

Blind Song. If a creature is charmed by the False Hydra, the creature cannot perceive the False Hydra and is considered blinded and deafened towards the False Hydra, except for its Blind Song, for the duration of the effect. In addition a creature charmed in this manner forgets the existence of the False Hydra and any killed by the False Hydra as if affected by a Modify Memory Spell. A creature under the deafened condition cannot be affected. 

Eyeless. The False Hydra has no eyes and is always under the blinded condition.

Magic Resistance. The False Hydra has advantage on saving throws against spells and other magical effects. 

Multiple Heads. The hydra has three heads. While it has more than one head, the hydra has advantage on saving throws against being, charmed, deafened, frightened, and knocked unconscious.

While it has more than one head, the False Hydra has an additional 75 maximum hit points

Whenever the False Hydra takes 60 or more damage in a single turn, one of its heads dies. If all its heads die, the False Hydra dies.

Reactive Heads. For each head the False Hydra has beyond one, it gets an extra reaction.

Wakeful. While the False Hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads. Or two claw attacks. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 9 (1d8+5) slashing damage. 

Bonus Actions

Sing. The False Hydra can cause one of it’s heads to begin singing its Blind Song. Any creature within 60ft of the False Hydra must make a DC 13 Wisdom Saving Throw or be Charmed for 1 Hour. This DC increases by 1 for every additional head singing. The charmed creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. A singing head cannot make a bite attack. This song continues until the False Hydra uses a bonus action to end the song for each head. 

Regrowth. The False hydra can begin to regrow a head it has lost. After using this bonus action, the False Hydra regrows a head at the start of it’s next turn and regains 20 hit points. The False Hydra cannot use this bonus action if it has taken radiant damage since the end of its last turn. 

Reactions

Wail. When a creature within 60 ft. damages the False Hydra, it can use a reaction to emit a wailing cry against the triggering creature. That creature must make a DC 13 Wisdom Saving Throw or take 3d4 psychic damage and be charmed by the False Hydra’s Blind song for 1 minute. On a successful saving throw, the creature takes half damage and is not charmed. While charmed, the creature can repeat the saving throw at the start of each of its turns ending the effect on a success. 

Description

The False Hydra is a pale, fleshy, abomination with a pudgy body, four spiked limbs used to slowly drag the body or burrow, and three tall stalks with heads at the ends of each. 

Lair and Lair Actions

A False Hydra’s lair is most often deep in the ground, underneath whatever civilization it seeks to devour. It is a simple cave with many different tunnels leading down to it. The skeletal remains of the False Hydra’s victims can be found here. 

Lair Actions. On initiative count 20 (losing initiativ ties), the False Hydra can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: 

  • The False Hydra causes the walls of its lair to harden and the chamber to echo. All creatures inside have disadvantage against the effects of the False Hydra’s Blind Song until the next initiative count 20.
  • The paranoia of the False Hydra sinks in to any affected by the Blind Song. Any creature charmed by the False Hydra must use their reaction to make a melee attack against a random space within 5ft.

Regional Affects. The land within 1 mile of a False Hydra’s lair is warped by the creatures presence, creating the following effects:

  • A faint song drifts in the wind. A DC 20 Wisdom (Perception) check notices the song, but not its origin
  • Any creature that finishes a short or long rest in the area must succeed on a DC 12 Wisdom saving throw or be affected by the False Hydra’s Blind Song. 
  • Any creature in the area feels as if they are being watched, even when they aren’t. 

Monster Tags: abberation

Habitat: UnderdarkUrban

Skyblazer2000

Comments

Posts Quoted:
Reply
Clear All Quotes