Large Aberration, Chaotic Evil
Armor Class 15 natural armor
Hit Points 119 (14d10 + 42)
Speed 25 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +6, CON +6, CHA +7
Skills Perception +5, Stealth +4
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Poisoned, Restrained
Senses Darkvision 120, Passive Perception 15
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The false hydra's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts

1/day: dominate monster

Mental Fortitude. The False Hydra has advantage on saving throws against being charmed or frightened, and magic can’t put the False Hydra to sleep.

Devil’s Sight. Magical darkness doesn’t impede the False Hydra’s darkvision.

Unusual Nature. The False Hydra doesn’t require air or sleep.

Boneless. The False Hydra can move through and occupy a space as narrow as 1 foot wide without squeezing.

Sunlight Sensitivity. While in sunlight, the False Hydra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Three-Headed. The False Hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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

Limited Magic Immunity. The False Hydra can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Aversion of Fire. If the False Hydra  takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The False Hydra  is immune to any spell or effect that would alter its form.

Rubbery Skin. Whenever the False Hydra  is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Legendary Resistance (2/Day). If False Hydra fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The False Hydra makes 3 bite attacks, one with each head.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage damage plus an extra 9 (2d8) psychic damage if the target is a creature. 

Song of Forgetfulness. As an action the False hydra can begin its song. The song has a range of 120 ft. and last for 1 minute as if it were concentrating on a spell. Creatures within the 120 ft radius of the song must succeed on a DC 15 Wisdom saving throw or be under the effects of the False Hydra's charm. Charmed creatures are not able to perceive the False Hydra as if they forgot it was there. The effected creatures can attempt the save again at the end of its turn and if a creature has succeeded the save against the song it is immune to its effects for the next 24 hours. The False Hydra cannot attack while singing.

 

Description

After feeding on almost anything it can catch the false hydra's size increase and it gains 2 extra heads. It's song becomes more potent and can be heard at a much wider range. Finally the adolescent false hydra will officially take root in the place it was made and now gains access to lair actions.

Lair and Lair Actions

The False Hydra will make its lair beneath place likes towns and cities. Either dwelling in places like the sewers or any other underground areas where it can remain hidden and out of direct sunlight.

Lair Actions

On initiative count 20 (losing initiative ties), the Adolescent False Hydra takes a lair action to cause one of the following effects; the Adolescent False Hydra can’t use the same effect two rounds in a row:

  • Deep Song. The Adolescent False Hydra casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). The spell ends early if the Adolescent False Hydra uses this lair action again or if the Adolescent False Hydra dies.

  • Aberrant Sludge. The Adolescent False Hydra conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.

  • The Adolescent False Hydra can cast Dominate Person.

Regional Effects

Creatures within a 5 mile radius of the False Hydra's lair can become under the effect of it's mind warping song. If a creature is aware of the False Hydra living in the area then it can attempt a DC15 Wisdom saving throw. Failing the save will cause said creature to be unable to perceive the False Hydra and will allow the False Hydra to erase devoured creatures from its memories. Creatures that are unaware of the False Hydra's presence automatically fail this saving throw.

If the Adolescent False Hydra dies, these effects fade over the course of 1d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/13/2022 5:41:14 AM
3
0
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Coming Soon
9/13/2022 6:16:16 AM
5
2
--
Coming Soon
7/29/2023 2:14:26 PM
426
93
--
Coming Soon
Endershift

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