Huge Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
1 (-5)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +6
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned, Unconscious
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Deathless Nature. The undead hydra doesn't have to eat, sleep, or breath.

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, and stunned

Whenever the hydra takes 25 or more damage in a single turn, one of its heads is severed. If all its heads are severed, the hydra dies.

When a head is severed it becomes a independent creature within 5 ft of the undead hydra and acting on its initiative. For each severed head use the constrictor snake stat block with the following changes: the creature is undead with a immunity to poison damage a resistance to necrotic damage and has darkvision out to 60ft.

At the start of its turn, it grows two heads for each of its heads that were severed 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.

Sunlight Sensitivity. While in sunlight, the undead hydra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

 

Actions

Multiattack. The undead 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 undead hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks like its living counter part but kept alive past death through necromancy. Its heads can survive after being severed from its body and the undead hydra magically regrows them in short order.

Lair and Lair Actions

 On initiative count 20 (losing initiative ties), the undead hydra takes a lair action to cause one of the following effects; the undead hydra can’t use the same effect two rounds in a row:

  • Pools of water that the undead hydra can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 10 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the undead hydra chooses within 120 feet of it. The cloud spreads around corners and remains until the undead hydra dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 14 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • A gaseous geyser erupts from any point of water that the undead hydra can see within 120 feet of it. any creature within 10 feet of the point must make a Constitution saving throw, taking 14 (3d8) poison damage on a failed save and becomes poisoned, or nothing on a successful one.

Monster Tags: undead

Habitat: SwampUnderdarkUrban

TacNomel

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