Gargantuan Monstrosity, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 214 (13d20 + 78)
Speed 40 ft., swim 40 ft.
STR
23 (+6)
DEX
11 (+0)
CON
23 (+6)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Skills Perception +10
Damage Resistances Fire
Damage Immunities Acid
Senses Darkvision 60 ft., Passive Perception 20
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Acidic Blood. When the Drakkenhydra takes piercing or slashing damage, each creature within 5 feet of it takes 11 (2d10) acid damage.

Fire Resistant. Years of living in water contaminated by delerium sludge have mutated the Drakkenhydra, giving it resistance to fire.

Hold Breath. The Drakkenhhydra can hold its breath for 1 hour.

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

Multiple Heads. The Drakkenhydra has multiple heads. While it has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

The Duchess has had her fishfolk minions cause the Drakkenhydra to grow additional heads. When the party encounters it, the Drakkenhydra will have heads equal to 1 plus two times the highest proficiency bonus found among the party members (5, 7, 9, 11, 13).

Whenever the Drakkenhydra takes 40 or more damage in a single turn, one of its heads is severed. If all of its heads die, the Drakenhydra dies. When a head is severed, it will thrash about for one round as it regrows a short tail and begins crawling toward the nearest source of contaminated water at a speed of one foot per round. A severed head has 1 hit point, and if a head escapes, it can regrow into a five-headed Drakkenhydra in 7 (2d6) months.

At the end of its turn, the Drakkenhydra grows two heads for each of its heads that has been severed since its last turn, unless it has taken fire damage since its last turn. The Drakkenhydra regains 10 hit points for each head regrown in this way.

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

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

Actions

Multiattack. The hydra makes as many bite or spit acid attacks as it has heads.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Spit Acid (Recharge 5–6). Each of the Drakkenhydra's heads can spit acid at a creature it can see within 45 feet. The target must make a DC 15 Dexterity saving throw, taking 17 (2d10 + 6) acid damage on a failed save, or half as much damage on a successful one.

Description

Campaign: Dungeons of Drakkenheim

The Drakkenhydra is a many-headed and octarine-scaled monstrosity which lives in the underground waterways below the Old Town Cistern. It began life as a normal reptile, but has mutated due to years of exposure to eldritch contamination. At some point, The Duchess gained control over it and has had her fishfolk minions mutate it further by feeding it delerium.

Lair and Lair Actions

The Haze is effectively the lair of all monsters within Drakkenheim.

  • Fully Contaminated. This creature is immune to contamination, and has advantage on saving throws against contaminated spells.
  • Haze Adaptation. This creature may benefit from a long rest finished within the Haze. It can see twice as far through the Haze mists and Deep Haze fog.
  • Haze Dependence. This creature gains one level of exhaustion for every twenty four hours it spends outside the Haze. These exhaustion levels cannot be removed while the creature is outside the Haze.
  • Delerium Healing. As an action, a monster can touch a delerium shard to regain 10 (3d6) hit points. Once a monster has used a delerium shard in this way, the shard can’t be used in this manner again for twenty four hours.

Monster Tags: monstrosity

Habitat: SwampUnderdarkUnderwater

Keovar

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