MULTIPLE HEADS. The hydra has seven 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.
Whenever the hydra takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. If all of its heads die, the URHYDRA dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 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.
WAKEFUL. While the hydra sleeps, at least one of its heads is awake.
MULTIATTACK. The hydra makes as many bite attacks as it has heads.
BITE. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (2D12 + 8) piercing damage.
The URHYDRA can take 3 LEGENDARY ACTIONS, choosing from the options listed. Only one LEGENDARY OPTION can be used at a time, and it can only be used at the end of another creature's turn. The URHYDRA regains spent LEGENDARY ACTIONS at he start of its turn.
BITE. The URHYDRA makes a bit attack.
MOVE. The URHYDRA moves up to its speed.
CRUSH (Costs 2 Actions). The URHYDRA shifts its prodigious bulk. Each creature within 5 feet of it must succeed on a DC 23 DEX saving throw or take 18 (4d8) bludgeoning damage.
REGIONAL EFFECTS
The region containing a URHYDRA's lair is contaminated by the URHYDRA's vile nature, which creates one or more of the following effects:
- A pleasant odor fills the air within 1 mile of the lair. Each creature in the area smells something it desires, such as food, ale, perfume, or something else.
- Zombies smeared with filth shuffle around the lair in packs of 1d6+3. What remains of their expressions show bliss.
If the URHYDRA dies, the zombies shuffle off immediately, but the other effects face over a period of 1d10 days.
Description
URHYDRAS have seven heads sprouting from the trunk of their serpentine bodies that seem to go on forever. Thick scales, the color of old pus, armor their bodies, and their eyes gleam with hatred. The URHYDRAS make their music by moving air through their nostrils, and they can further lure prey into their clutches by spraying the ground with their saliva, which gives off odors that seem pleasant to creatures charmed by their song.
Lair and Lair Actions
LAIR ACTIONS
On Initiative count 20 (losing initiative ties), the URHYDRA takes a lair action to cause one of the following effects. The URHYDRA can't use the same effect two rounds in a row.
- Up to four heaps of excrement within 120 feet of the URHYDRA give birth to mangled zombies (see the entry on zombies in the MONSTER MANUAL for more information). These creatures immediately roll initiative and take the next possible turn to attack the URHYDRA's enemies.
- Dollops of slime fall from the ceiling within 120 feet of it. Each creature must succeed on a DC 14 DEX saving throw or become covered in the stuff. A creature covered in the slime takes 10 (3d6) acid damage plus an additional 7 (2d6) acid damage at the end of each of its turns until it or another creature that can reach it uses an action to wipe the stuff away.
- Part of the URHYDRA's impossibly long tail shifts to strike up to three creatures of the URHYDRA's choosing within 60 feet of it. To strike multiple creatures, each creature targeted must be within 10 feet of another targetted creature. A creature must succeed on a DC 15 DEX saving throw or take 9 (2d8) bludgeoning damage and fall prone.
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