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.
Undead Nature. A skeleton doesn’t require air, food, drink, or sleep
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 hydra is a skeletal horror, reminiscent of what once was a crocodilian body, and now is only bones. Its multiple heads jangle on long, serpentine necks. Although its heads can be severed, the hydra magically re-assembles them in short order, duplicating any that were killed off.
Lair and Lair Actions
The Bone Hydra is what remains of the Lernaean Hydra, slain by the demi-god hero Heracles as part of his Twelve Labors. It now dwells in the fiery Phlegethon river that flows through Asphodel, and guards the passage to Elysium.
Volley: One of the Hydra's head screams, causes a stream of bony projectiles to launch itself at a player (+4 to hit, reach 60 ft., single target. Hit: 16 (3d8 + 4) piercing damage.
Ground Slam: The Hydra's head slams itself into the ground beneath it, dealing 30 damage in a shockwave around it. DC15 DEX saving throw. Hit: 30 (4d10 + 5) bludgeoning damage, halved on a successful save.
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