Huge Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 20 ft., Swim 15 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Skills Perception +8
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 18
Languages Abyssal --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Multiple Heads. The hydra has three 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.

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.

Siege Monster. The hydra deals double damage to objects and structures

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Description

The Clown Hydra is created through the cruel combination of three or more clowns. This creature is made of pure nightmares and is known to only visit the most wretched warriors in the middle of the night. With eyes of yellow and fangs of matching color, its grin stretches so far the edges of their mouths crack and bleed. Its hair is of multiple colors green, red, orange, etc.. Its clothing matches the multiple patterns of the clowns that were wearing.

Habitat: SwampUnderdark

Jmmuro221

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