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, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
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.
Elemental Bonus. For each head, they have different resistances and vulnerabilities.
White - Resistances: Radiant, Vulnerabilities: Necrotic
Black - Immune: Lightning, Resistances: Bludgeoning, Piercing, Slashing from magical and non magical weapons, Vulnerabilities: Poison, Necrotic
Red - Immune: Fire, Vulnerabilities: Ice
Blue - Immune: Ice, Vulnerabilities: Fire
Green - Immune: Poison, Resistances: Necrotic, Acid, Vulnerabilities: Piercing, Slashing from magical and non magical weapons.
Multiattack. The hydra can choose 3 heads to use spells with per turn. Then the hydra makes bite attacks with any heads it hasn't used. Each spell that requires a spell save DC is considered DC 18
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 8) piercing damage.
White head. 1st level (6 spell slots): Cure Wounds, Healing Word
3rd level (5 spell slots): Mass Healing Word
5th level (3 spell slots): Mass Cure Wounds, Raise Dead
7th level (2 spell slots): Regenerate
Black head. 1st level (6 spell slots): Witch Bolt, Chromatic Orb
3rd level (5 spell slots): Lightning Bolt
5th level (3 spell slots): Circle of Power, Hallow
7th level (2 spell slots): Prismatic Spray
Red head. 1st level (6 spell slots): Searing Smite
3rd level (4 spell slots): Fireball, Melf's Minute Meteors
5th level (3 spell slots): Flame Strike
7th level (2 spell slots): Delayed Blast Fireball, Fire Storm
Blue head. 1st level (6 spell slots): Chromatic Orb, Ice Knife
3rd level (4 spell slots): Hunger of Hadar
5th level (3 spell slots): Cone of Cold
7th level (2 spell slots): Prismatic Spray
Green head. 1st level (6 spell slots): Ray of Sickness, Chromatic Orb
3rd level (4 spell slots): Hunger of Hadar
5th level (3 spell slots): Cloudkill
7th level (2 spell slots): Prismatic Spray
Green head. Once per round, the green head can use Absorb Elements at 3rd level as a reaction.
Protection. If a creature targets the White head with an attack, the Hydra can use its legendary reaction to raise its AC by 3 due to the Black head protecting it. It can do this twice, and this recharges at the start of its next turn.
Description
The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks.
White head - Healing
Black head - Lightning, Defense
Red head - Fire
Blue head - Ice
Green head - Poison, Acid
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