Gargantuan Dragon, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 872 (43d20 + 420)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
18 (+4)
WIS
20 (+5)
CHA
21 (+5)
Saving Throws DEX +9, CON +19, WIS +14, CHA +14
Damage Resistances Necrotic
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the hydracolich fails a saving throw, it can choose to succeed instead.

Spell Resistance. The hydracolich has advantage on saving throws against spells and other magical effects and has resistance to all spell damage.

Multiple heads. The hydracolich has five heads. While it has more than one head, the hydracolich has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydracolich takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, the hydracolich dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn. The hydracolich regains 30 hit points for each head regrown in this way.

Reactive Heads. For each head the hydracolich has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydracolich sleeps, at least one of its heads is awake.

Innate Spellcaster.  The hydracolich has a number of spells it can cast equal to its charisma modifier and each spell can be cast once per day. (Spell DC 21, +13 to hit with spells)

Spells (1/day): scorching ray (7th level), fireball (8th level), incendiary cloud, fire storm, meteor swarm

Turn Resistance. The hydracolich has advantage on effects that turn undead.

Actions

Multiattack. The hydracolich can use its Monstrous Presence, it then makes a bite attack with each of its heads.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Tail. Melee Weapon Attack: +18 to hit, Reach 15ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.

Monstrous Presence. Each creature of the hydracolich's choice that is within 120 feet of the hydracolich and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw is successful or the effect ends for it, the creature is immune to the hydracolich's Monstrous Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The hydracolich points its heads in multiple directions creating a 120 foot radius in which it exhales its flame. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Swallow. When thehydracolich makes a bite attack, it can choose to swallow its victim.

If the target is a Huge or smaller creature, it must succeed on a DC 27 Dexterity saving throw or be swallowed by the hydracolich. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 27 (6d8) acid damage at the start of each of the hydracolich's turns.

If the worm takes 60 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Legendary Actions

The hydracolich 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 hydracolich regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (perception) check

Tail Attack. The hydracolich makes a tail attack

Wing Attack (costs two actions). The dragon beats its wings. Each creature within 10 feet of the hydracolich must make a DC 26 dexterity saving throw or take 16 (2d6+10) bludgeoning damage and be knocked prone. The hydracolich can the fly up to half its speed without provoking opportunity attacks.

Description

This is a version of the ancient red hydragon by user-100119376

A Hydracolich is a dragon that has undergone many dark rituals and infused itself with hydra blood to create a many headed monstrosity, possibly in reverence to Tiamat. These dragons are thankfully few and far, far between as if a hydracolich live too long they can become incredible threats to entire worlds.

A typical hydracolich has only five heads but they can grow more just like a regular hydra and if their number of heads becomes unruly the monster can choose to shed them. Hydracolichs are very unstable on their feet as the extra weight from their heads cause their claws to become useless in battle as it can very easily lose its balance. Hydracolichs typically have at least a rudimentary understanding of the arcane as they would have had to perform the rituals that made it into the monster it is now.

 

Lair and Lair Actions

A Hydragon's lair is not too different than a regular red; however, they need more room as their size grows immensely.

Lair Actions

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

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Monster Tags: undead

Habitat: HillMountain

SharNailo

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