Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five 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 25 or more damage on a single turn, one of its heads die. If all its heads die, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn. The hydra regains 10 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 only be used 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. It can replace one of these Bite attacks with its Cold Breath.
Bite: Melee weapon attack, +9 to hit, reach 10ft, one target. Hit 10(1d10+5) piercing damage plus 3(1d6) cold damage.
Cold Breath(1/Turn): One of the hydra's heads exhales icy wind in a 15ft cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 17(5d6) cold damage on a failed save, and half as much damage on a successful one.
Description
The Cryohydra is one of many hydras of Rhymorra. They are typically a mottled white in color with a red underside. They are found in the Icect Wastelands, typically feeding on Woolly Venators, Tzitzi-Ya-Ku, and Young Rhymorran Frost Worms, building up cold energy inside them, which they can exhale into destructive blasts of icy energy. The Icect himself keeps these hydras as guards for his lair.
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