Huge Monstrosity, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 106 (12d12 + 35)
Speed 30 ft., swim 30 ft., fly 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
2 (-4)
WIS
4 (-3)
CHA
2 (-4)
Saving Throws DEX +4
Skills Perception +9
Damage Vulnerabilities Radiant
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Multiple Heads. The Abyssal Hydricken has five heads. While it has more than one head, the Abyssal Hydricken has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the Abyssal Hydricken takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the Abyssal Hydricken dies.

At the end of its turn, the Abyssal Hydricken grows a head for each Abyssal Chicken head it has consumed this round. The Abyssal Hydricken regains 10 hit points for each head regrown this way.

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

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

Actions

Multiattack. The Abyssal Hydricken makes as many Bite attacks as it has heads.

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d4 + 5) acid damage:

Acid Reflux (Recharge 4–6). The Abyssal Hydricken's heads exhale a single breath of putrid green energy in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes (2d10) Acid damage : On a successful save, the creature takes half as much damage.

Description

The Abyssal Hydricken is the result of wild magics of the Abyssal Rift mutating what was already an abomination of a creature into an even more mutated monstrosity. 

These gluttonous creatures’ appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast of its own. If left alone, they hunt the local fauna almost to extinction, then move on to threatening the folk of nearby settlements.

Habitat: ForestGrasslandHill

Kerotan87

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