Large Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has 6 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 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 fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

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

For every head "dying", after 40 damage at once, it grows another head after 1 turn and regains 15 hp.

Actions

 

Bite: + 10 to hit, reach 8 ft., one target. Hit: 13(2d10+3)

Flurry of bites: +8 to hit, reach 8ft., one target. Hit: 45(6d10 + 5)

Shocking Pride: + 5 to hit, reach 70 ft., All. Hit: 120 (8d20 + 6) Must rest 4 turns before use and rest 2 after.

Description

The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.

PaddyDaPenguin

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