Legendary Resistance (3/day). If the False Hydra fails a saving throw, it can choose to succeed instead.
Multiple Heads. The false hydra gains an additional action per turn equal to the number of heads it has. It does not gain additional movement and bonus actions. If the false hydra takes 50 points of damage in one turn, it looses a head.
Multiattack. The False Hydra makes one attack for each head.
Bite. Melee weapon attack: +8 to hit, reach 30 ft., one target. Hit: 12 (2d8+4) piercing damage. If the creature is Large or smaller it is grappled (escape DC 14). Each head can grapple up to one creature at a time.
Dreadful Scream (Recharge 5–6). The false hydra let's out a vicious scream. Creatures within 60 feet of the head that screams must succeed on a DC 20 Constitution saving throw or take 27 (5d10) psychic damage and be stunned until the end of the hydra's next turn.
Mindsong. The false hydra sings a harrowing and discordant melody which can be heard by anyone within 5 miles. If a head is singing it cannot make an attack. Creatures that are not hostile to the hydra are unable to perceive it whilst at least one of the heads is singing.
If a creature is hostile to the hydra, it must make a DC 18 Wisdom saving throw. On failure, they are unable to perceive the hydra and forget about it. This effect remains until they are attacked by the false hydra, the head stops singing or something prevents them from hearing the song.
The false hydra can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time, and only at the end of another creature's turn. The false hydra regains spent legendary actions at the start of its turn.
Bite. The false hydra makes a bite attack.
Shriek. The false hydra targets creatures within range of one of its heads and blasts it with a cone of piercing noise. Creatures within a 10 foot cone take 12 (4d6) psychic damage.
Harrowing Scream. (requires 2 actions) All of the false hydras heads unleash a scream of fury, pain and sorrow. All creatures the heads can see within 60 ft. must make a DC 18 Charisma saving throw or become frightened until the end of the hydras next turn.
Comments