Huge Aberration, Unaligned
Armor Class 18 (natural armor)
Hit Points 408 (14d20)
Speed 40 ft., Swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
24 (+7)
INT
10 (+0)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +6, WIS +9, CHA +11
Skills Deception +11, Perception +9, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 20
Languages Abyssal, Telepathy 120 ft --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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, deafened, 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.

Regeneration. The Amnesia Hydra regains 20 hit points at the start of its turn if it has at least one head remaining. If the hydra takes radiant damage or damage from a critical hit, this trait doesn't function at the start of the hydra's next turn.

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

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

False Appearance. While the Amnesia Hydra remains motionless, it is indistinguishable from a normal statue.
Legendary Resistance.(2/day) Tiamat can choose to succeed on a saving throw instead of rolling. She can use this feature two times per day.
Actions

Multiattack. The hydra makes as many bite attacks as it has heads. You can replace 1 of the Amnesia Hydra's attacks with a Memory Drain, Echoing Roar or Siren's Song.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (2d10 + 7) piercing damage.

Memory Drain. The Amnesia Hydra targets one creature within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or lose all memory of the past hour. On a failed save, the target also takes 6d10 psychic damage.

Echoing Roar. The Amnesia Hydra lets out a bone-chilling roar. Each creature within 60 feet must make a DC 20 Constitution saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Siren's Song. The Amnesia Hydra can emit a captivating song that can be heard up to 300 feet away. Creatures that can hear the song must succeed on a DC 20 Wisdom saving throw or become charmed for 1 hour. While charmed, the creature is incapacitated and ignores the Amnesia Hydra's presence.

Description

The Amnesia Hydra is a terrifying creature that lurks in the depths of forgotten realms. It possesses the ability to sing haunting melodies that erase the memories of its victims, leaving them lost and confused. With each head that is severed, two more grow in its place, making it a formidable foe.

SeekerFrey

Comments

Posts Quoted:
Reply
Clear All Quotes