Medium Or Small Undead, Neutral
Armor Class 15 Natural Armor
Hit Points 84 (8d10 + 40)
Speed 30 ft., swim 30 ft., burrow 5 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +4, CON +6, WIS +3
Skills Perception +14
Damage Resistances Necrotic, Piercing
Damage Immunities Bludgeoning from nonmagical attacks, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Draconic Understands Draconic but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

 

  • Hydra Regeneration: For every head the Young Skeletal Hydra loses, one more skeletal head regrows in its place at the start of its next turn, unless the wound is cauterized with fire or radiant damage.

  • Multiheaded Resilience: The Young Skeletal Hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

  • Undead Nature: The Young Skeletal Hydra doesn't require air, food, drink, or sleep.

 

Actions

 

  • Multiattack: The Young Skeletal Hydra makes as many bite attacks as it has heads.

  • Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) piercing damage plus 3 (1d6) necrotic damage.

 

Bonus Actions

1. Bone Shard (Recharge 5-6): The Young Skeletal Hydra can project a shard of bone from one of its mouths at a target within 30 feet.

  • Ranged Weapon Attack: +6 to hit, range 30 ft., one target.
  • Hit: 10 (1d10 + 4) piercing damage plus 3 (1d6) necrotic damage.

2. Skeletal Shield: The Young Skeletal Hydra can momentarily harden its bones to create a protective shield.

  • Effect: It gains +2 AC until the start of its next turn but lowers its speed by 10 ft.
Reactions
  • Bone Ossification: Whenever the Young 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 half the damage taken.

Description

Description: The Young Skeletal Hydra is a smaller, less formidable version of its adult counterpart. It still exhibits the same horrifying trait of regenerative bone tissue, but its abilities are less developed.

Appearance:

  • A smaller, multi-headed serpent-like creature with partially skeletal heads and spines.

  • It's body shows a mix of decaying flesh and emerging bone structures.

  • inside the young skeletal hydra's chest area is a small pulsating energy.

Evolution into Adult Form

Lifecycle: The Skeletal Hydra begins as a young creature, often created through necromantic rituals or cursed waters in desolate swamps and forgotten tombs. As it grows, its regenerative abilities become more pronounced, and its body transitions from decaying flesh to resilient bone. This process can take decades, during which the creature becomes increasingly powerful and more difficult to destroy.

Transformation:

  • Young to Adult: As the Young Skeletal Hydra matures, it gains additional heads and its regenerative abilities strengthen. Over time, its body fully transitions to the skeletal form, becoming the Adult Skeletal Hydra.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Young Skeletal Hydra takes a lair action to cause one of the following effects; the Young Skeletal Hydra can’t use the same effect two rounds in a row:

  • Bone Snare: Bones rise from the ground, attempting to entangle a target within 30 feet. The target must make a DC 13 Strength saving throw or be restrained until the start of the Hydra's next turn.

  • Necrotic Pulse: The ground within 30 feet of the Young Skeletal Hydra pulses with necrotic energy. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2024 3:48:50 PM
1
0
5e
Coming Soon

Monster Tags: undeadmonstrosity

Habitat: ForestSwampUnderdark

Joaking_g

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