Graceful. The anserhydra uses it's dexterity instead of strength when making melee attack
Multiple Heads. The anserhydra has one head. While it has more than one head, the anserhydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the anserhydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the anserhydra dies.
At the end of its turn, the anserhydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The anserhydra regains 10 hit points for each head regrown this way.
Reactive Heads. For each head the anserhydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the anserhydra sleeps, at least one of its heads is awake.
Multiattack. The anserhydra may honk. The anserhydra then makes as many Peck attacks as it has heads.
Peck. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the anserhydra's choice that is within 120 feet of the anserhydra and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending its effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the anserhydra's Frightful Presence for the next 24 hours.
Deafening Honk. The anserhydra lets out a mighty honk in a 200-foot circle. Each creature in that circle that can hear must make a DC 23 Wisdom saving throw, taking 44 (8d10) psychic damage on a failed save becoming frightened and deafened for 1 minute, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each turn, ending the frightened condition on itself on a success
The anserhydra can take 3 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 anserhydra regains spent legendary actions at the start of its turn.
Peck. The anserhydra makes a Peck attack.
Deafening Honk (Costs 2 Actions). The anserhydra makes a honk attack.
Rapid Growth (Costs 3 Actions). The anserhydra grows an additional head.
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