Large Dragon, Chaotic Neutral
Armor Class 18 natural
Hit Points 255 (30d12 + 60)
Speed 30 ft., Climb 15 ft., Fly 30 ft., Swim 15 ft.
STR
18 (+4)
DEX
18 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +10, DEX +10
Skills Stealth +4, Survival +1
Condition Immunities Blinded
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech, Draconic, Primordial, Undercommon telepathy only
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

multiple heads: the hydvern has 5 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 hydvern takes more than 10 damage in a single turn, one of its heads dies. if all its heads die the hydvern dies. at the end of its turn it grows back one head for each that died since its last turn, unless it has taken fire damage since its last turn. The hydvern regains 5 hp for each head regrown this way. 

reactive heads: for each head the hydvern has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

wakeful: while the hydvern sleeps at least one of its heads is awake

ice walk: the hydvern can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost it extra movement.

blood frenzy: the hydvern has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

multiattack: the hydvern makes as many bit attacks as it has heads.

bite; melee weapon attack; +8 to hit, reach 10 ft, one target. hit 10 (1d10+5) peircing damage.

tail; melee weapon attack; +14 to hit, reach 15 ft, one target. hit 17 (2d8+8) peircing damage.

sweep; The hydvern uses 5 ft of movement to come down on all fours. when in this position the hydvern cannot use its wing attack or it's breath attacks. But it can instead do a sweep; for each head a max of 3 (total 15) creatures within melee distance and withing 5 feet of each other have to make a dex save DC 16 or take 6d6 bludgeoning damage and be knocked prone from the hydvern's horns. in doing so the hydvern takes 1/4 of the damage and can'yt take this action until 1d6+2 rounds has passed.

ram; The hydvern uses 5 ft of movement to come down on all fours. when in this position the hydvern cannot use its wing attack or it's breath attacks. But it can instead do a ram attack for each head (total 5) the hydvern rams its horns into enemies within melee distance. the creatures must make a dex save DC 13  or take 2d8 peircing damage and be stunned for one minute.

breath storm; all five heads exhale their breath weapon centered on a point directly in front of the central head. creatures in a 10 foot cube must make a dex save DC 14 and a con save DC12. Creatures take half damage on a succesfull save. (recharge; the hydvern cannot use the breath weapon for 1d6+2[minimum of 3] rounds and only then will it recharge on a 5-6). dex save: 5d8+7d6+4d10. con save: 5d8+6d6. if the hydvern uses this attack it cannot use any breath weapons until the alloted time has passed.

acid breath(recharge5-6) the hydvern exhales acid in a 15 ft line that is 5 feet wide. each creature in that line must make a dex save dc 11 taking 22 (5d8) acid damage on a fail or half as much on a succesfuil one

fire breath(recharge5-6) the hydvern exhales fire in a 15 ft cone. each creature in that line must make a dex save dc 13 taking 24 (7d6) fire damage on a fail or half as much on a succesfuil one

cold breath(recharge5-6) the hydvern exhales an icy blast of hail in a 15 ft cone. each creature in that line must make a con save dc 11 taking 22 (5d8) cold damage on a fail or half as much on a succesfuil one

poison breath(recharge5-6) the hydvern exhales poisonous gas in a 15 ft cone. each creature in that line must make a con save dc 11 taking 21 (6d6) poison damage on a fail or half as much on a succesfuil one

lightning breath(recharge5-6) the hydvern exhales lightning in a 30 ft line that is 5 feet wide. each creature in that line must make a dex save dc 12 taking 22 (4d10) lightning damage on a fail or half as much on a succesfuil one

Reactions

bite: the hydvern can use its reaction to bite as an attack of oppurtuunity 

melee weapon attack; +8 to hit, reach 10 ft, one target. hit 10 (1d10+5) peircing damage.

Legendary Actions

the hydvern has 3 legendary actions

wing attack (costs 2 actions); the dragon beats its wings. each creature within 10 feet of the hydvern must succeed on a dc 18 dex saving throw or take 14(2d6+7) bludgeoning damage and be knocked prone. the hydvern can then flyup to half its flying speed. 

tail attack; melee weapon attack; +14 to hit, reach 15 ft, one target. hit 17 (2d8+8) peircing damage.

Description

an 24 foot adult hydvern. the hydvern has small paw like grasps on its wings that allow it to kneel forward and walk on all fours. If it does this its speed is reduced to 20 ft., and its flying speed requires 5 ft. to change gait (such that it can only fly 25 ft. after getting back up). additionally while on all fours its climbing speed is increased to 25 ft. additionally at this age the ac for the young hydvern goes up by two while on all fours.

the hydvern looks similar to a wyvern with the heads of a hydra. It has large ram like horns on its heads similar to that of a black dragon. Its scales are an assortment of various draconic colors, from green to blue to bronze and silver (ect ect). Large leathery wings and a long whip like tail. (adult hydvern variant some hydvern are born with spikes on its tail if so refer to a manticore's tail attack its attack bonus will be a +14 dealing 12, 1d8+8 peirce, hydverns that are born with spikes can regrow them and can attack with its tail in this way as a legendary action(cost 1 action))

Lair and Lair Actions

Adult hydvern unlike young or wrymling hydverns typically dwell in large swampy territories. often adult hydvern can be seen near swamps and dense forests and some will reside on lake-shores if swamps are not readily available to claim. a hydverns lair span an area of approx~ 14 acres but most hydverns will hover in the heart of its territory only to leave this area to hunt or defend its territory.

While in its lair adult hydvern can take a lair action to hide amidst the water and foliage. If it is successful on its stealth check it is considered to be half covered for the purposes for attack rolls made against it.

Habitat: ArcticMountainUnderdark

knickyk

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