Large Aberration, Chaotic Neutral
Armor Class 12 Natural Armor
Hit Points 40 (4d10 + 20)
Speed
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +6, CON +6
Damage Vulnerabilities Acid
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Multiattack. The 4 False Hydra makes 4 bite attacks.

Bite. Melee 5ft, +6 to hit, 1d10+4 piercing damage.

Mindsong. Concentration, 24 hours. As an action, the False Hydra begins singing a silent song. As long as the song is active, the False Hydra can trigger a DC 14 Wisdom saving throw from any and all creatures within 300 ft who can hear. Creatures under CR 1 have disadvantage on their saving throws. On a failed save, the False Hydra may alter, erase, or implant memories as it chooses. These memory changes last until the Mindsong ends, or until the DM decides a significant event might trigger a Wisdom saving throw to potentially break free, such as hearing the name of a person who was forcibly removed from their memories, or being reminded of an event that was altered in their memories. If the False Hydra takes damage, or is hit with Dispel Magic, this triggers a DC 12 Wisdom saving throw from the False Hydra. On a failed save, the Mindsong ends. The False Hydra must end their Mindsong to eat. Mindsonged creatures immediately regain all memories when the Mindsong ends, but do not gain any advantage against it when the Mindsong begins again.

False Humanoid. Only available when Mindsong is active. As an action, the False Hydra can polymorph into a Bard. They revert back to their true form when the bard drops to zero HP, or they fail their concentration saving throw for Mindsong.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Xenodor

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