Huge Monstrosity, Unaligned
Armor Class 19 (natural armor)
Hit Points 500 (20d20 + 100)
Speed 30 ft., Swim 30 ft.
STR
28 (+9)
DEX
25 (+7)
CON
25 (+7)
INT
13 (+1)
WIS
19 (+4)
CHA
15 (+2)
Saving Throws STR +16, DEX +14, CON +14, WIS +11
Skills Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 16
Languages Draconic --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
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, 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.

Actions

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 WoundsHealing Word

3rd level (5 spell slots): Mass Healing Word

5th level (3 spell slots): Mass Cure WoundsRaise Dead

7th level (2 spell slots): Regenerate

Black head. 1st level (6 spell slots): Witch BoltChromatic Orb

3rd level (5 spell slots): Lightning Bolt

5th level (3 spell slots): Circle of PowerHallow

7th level (2 spell slots):  Prismatic Spray

Red head. 1st level (6 spell slots): Searing Smite

3rd level (4 spell slots): FireballMelf's Minute Meteors

5th level (3 spell slots): Flame Strike

7th level (2 spell slots): Delayed Blast FireballFire Storm

Blue head. 1st level (6 spell slots): Chromatic OrbIce 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 SicknessChromatic Orb

3rd level (4 spell slots): Hunger of Hadar

5th level (3 spell slots): Cloudkill

7th level (2 spell slots): Prismatic Spray

Reactions

Green head. Once per round, the green head can use Absorb Elements at 3rd level as a reaction.

Legendary Actions

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

Habitat: MountainSwampUnderdark

5mevulock

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