- Hydra Regeneration: For every head the Skeletal Hydra loses, two more skeletal heads regrow in its place at the start of its next turn, unless the wound is cauterized with fire or radiant damage.
- Multiheaded Resilience: The Skeletal Hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
- Undead Nature: The Skeletal Hydra doesn't require air, food, drink, or sleep.
- Multiattack: The Skeletal Hydra makes as many bite attacks as it has heads.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
- Bone Breath (Recharge 5-6): The Skeletal Hydra exhales a 30-foot cone of necrotic bone shards. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.
1. Bone Spear (Recharge 5-6): The Skeletal Hydra can shoot a spear made of bone from its body at a target within 60 feet. This has advantage if a creature is 5 feet or closer to the skeletal hydra
- Ranged Weapon Attack: +10 to hit, range 60 ft., one target.
- Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
2. Necrotic Pulse (Recharge 5-6): The Skeletal Hydra emits a pulse of necrotic energy.
- Effect: All creatures within 10 feet of the Skeletal Hydra must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and be pushed 10 feet away. On a successful save, they take half damage and aren't pushed.
- Bone Ossification: Whenever the Skeletal Hydra takes slashing or piercing damage, it can use its reaction to cause bone tissue to immediately form over the wound. This gives it temporary hit points equal to the damage taken.
Description
Description: The Skeletal Hydra is a terrifying undead creature, a fusion of necromantic magic and cursed biology. Each time a head or limb is severed or damaged, it regenerates, but the new growth is made entirely of bone. Over time, the Hydra's flesh has been replaced by this regenerative bone tissue, giving it a nightmarish, skeletal appearance.
Appearance:
- A towering, multi-headed serpent-like creature with skeletal heads and spines.
- Each head is connected to the body by a spine that seems to be covered in a thin layer of decayed flesh, showcasing the transition from its original form to its current skeletal state.
- The creature's body is a grotesque mix of bone and necrotic tissue, constantly regenerating in an eternal cycle of decay and ossification.
- inside it's main body is a black and green pulsing necrotic energy slightly obscured by it's bones and ribs
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Skeletal Hydra takes a lair action to cause one of the following effects; the Skeletal Hydra can't use the same effect two rounds in a row:
- Bone Cage: A cage of bone rises from the ground, trapping a target within 30 feet. The target must make a DC 18 Strength saving throw or be restrained. The cage can be destroyed (AC 15, 50 HP) or ends on its own after 1 minute.
- Necrotic Surge: The ground within 60 feet of the Skeletal Hydra pulses with necrotic energy. Each creature in that area must make a DC 18 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The Skeletal Hydra regains hit points equal to the total necrotic damage dealt.
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