Huge Monstrosity, Any Alignment
Armor Class 15 Natural Armor
Hit Points 354 (28d10 + 200)
Speed 40 ft., Swim 45 ft.
STR
26 (+8)
DEX
12 (+1)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +13, CON +10, WIS +7
Damage Vulnerabilities Fire
Damage Resistances Poison, Slashing
Damage Immunities Acid
Senses Passive Perception 18
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Acid Blood. A creature that touches the hydra or hits it with a melee attack while within 5 feet of it takes 4 (1d6) acid damage.

Legendary Resistance (2/Day). If the hydra fails a saving throw, it can choose to gain advantage instead.

Regrowth. Whenever the hydra takes damage equal to a portion of its health enough to sever a head(if there are 5 heads, 20%), the hydra regrows 2 new heads at the end its turn unless it took fire damage between its last turn and this one.

Powerful Bloodline. Whenever a head from the hydra falls off, it will grow into an adult hydra in 2d100 turns.

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.

Actions

Attack. The hydra makes bite attacks equal to the number of heads it has, or uses its spit acid.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) acid damage. 

Spit Acid. The hydra spits a glob of acid from each head. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 11 (1d12+5) acid damage.

Blood Quicken (recharge 20). The hydra quickens its blood. Its movement speed is doubled for this turn. The Powerful Bloodline cooldown is reduced by 1d100 turns. If this effect awakens any fledgling hydras, they take their turns immediately.

Legendary Actions

The hydra can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hydra regains spent legendary actions at the start of its turn.

Move. The hydra moves up to its speed without provoking opportunity attacks.

Bite (Costs 2 Actions). The hydra makes bite attacks equal to 1/2 of the heads it has.

Spit Acid (Costs 3 Actions). The hydra uses the Spit Acid action.

fisbee

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