| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 16 | +3 | +8 |
Legendary Resistance (5/Day). If the Clown Hydra fails a saving throw, it can choose to succeed instead.
Multiple Heads. The Clown Hydra has three 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 Clown Hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra 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 radiant damage since its last turn. The Clown Hydra regains 15 hit points for each head regrown in this way.
Reactive Heads. For each head the Clown Hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the Clown Hydra sleeps, at least one of its heads is awake.
Multiattack. The Clown Hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d10 + 5) piercing damage and 7 (d8 + 3) necrotic damage.
The Clown Hydra can take 2 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 Clown Hydra regains spent legendary actions at the start of its turn.
Acid Bile Costs 2 Actions (Recharge 5–6). The Clown Hydra vomits acidic bile in a 30-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 25 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Cackling Cacophony (Recharge 5-6). The Clown Hydra bursts into a deafening barrage of laughter which cuts to the very soul. All creatures within 30ft must make a DC20 Wisdom Save. On a failed save, the victim is Frightened of the Clown Hydra. On a Success, the creature is immune to Cackling Cacophony for the next 24 hours.
Vile Claws. The Clown Hydra lashes out with one of its claws, dripping in vile ichor. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (2d10 + 5) slashing damage and 7 (d8 + 3) necrotic damage.
Description
The Clown Hydra is a fiendish horror with a deformed body and multiple heads on long, distorted necks. Although its heads can be severed, the Clown Hydra magically regrows them in short order.
Lair and Lair Actions
The Clown Hydra is found in abandoned circuses and performance arenas, but will also travel with the most corrupted and fiendish of performing troupes. A Clown Hydra's home is the Big Top.
Whenever a Clown Hydra is fighting inside a Big Top, it gains an additional Legendary Action
Comments