Gargantuan Monstrosity, Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 241 (21d12 + 105)
Speed 30 ft., Swim 30 ft.
STR
25 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +13, CON +11
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the hydra fails a saving throw, it can choose to succeed instead.

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 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.

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 49 (8d10+5) piercing damage.

Legendary Actions

The hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hydra regains spent legendary actions at the start of its turn.

Costume Change. The hydra uses the Costume Change Hydra Ability.

Multiattack. (Costs 2 actions) The Hydra makes a Multiattack.

Neck Smash. (Costs 2 actions) The hydra uses the Neck Smash Hydra Ability.

Mythic Actions

in addition to the abilities listed in the stat block, the Hydra has acces to the following special effects. For a truly Epic Encounter, the Hydra may use one of these abilities as it's action. Don't overuse these, as they are very powerful.

Neck Smash. Each player character within 10 ft. of the hydra must make a DC18 Strength saving throw or be knocked prone

Drag and Drop. The Hydra makes a Bite attack on one player character. If successful, the hydra has seizes its prey; the player character may make a DC18 Strenght saving throw to try and wrestle free. Should they fail, the hydra lifts them 10 ft. in the air and brings the player character smashing into the earth. They suffer (2d10) bludgeoning damage from the fall and are left prone.

Costume Change. It adds +2 to its AC until the start of its next turn.

Tail Lash. Any player character targeted with this attack must succeed on a DC18 Dexterity saving throw or suffer (2d10) bludgeoning damage. The tail wraps itself around the player characters body and holds them in place, restraining them until they wrestle free - requiring a DC18 Strength saving throw.

Call of the Wild. As an action the hydra calls the folowing goblins to its side: (1d10) Bloodwood Goblin.

Force of Corruption. As an action, the hydra can lash its tail at the ground, rather than at a player character. This unleashes a 10 ft. diameter cloud of poisonous gas, represented by a token, centring within 10 ft. of the hydra. Any player character who moves onto or through a location containing the poisonous gas token suffers (1d10) poison damage and the poisoned condition.

Three Heads are Better Than Two... At the end of a turn on wich this ability is used, the hydra regrows one additional head in addition to those regrown as part of the Multiple Heads ability.

Sudden Growth. The hydra may, as an action, channel its powers of corruption into the earth, binding a player character of its choice within 20 ft. of the hydra. The player character suffers the grappled condition for the next turn, if they fail a DC18 Dexterity saving throw.

Rip it Up. As an action, the hydra makes a Multiattack against a single player character. If two or more of the Bite attacks are successful, the hydra has effectively grappled the target player character. The player chacter can attempt to escape, making a DC18 strength saving throw. A failure results in the player character's taking (2d10) slashing damage and suffering the grappled conition as the hydra attempts to rip them in two. At the start of the player character's next turn, They are released from the Hydra's reeking maws if the hyrda took 25+ damage in the preceding turn, as one of the heads gripping the victim is destroyed. If not they can make a final DC18 Strength saving throw. If they fail, the hydra delivers enormous damage to the target, reducing them to 0 hit points, and forcing them to make a Death saving throw.

The Roar of the Dead. Once per encounter. as an action, the hydra can make the Roar of the Dead. Each player character must succeed on a DC18 Wisdom saving throw or become frightened until the start of their next turn.

The Last Stand. The hydra bellows in agony, its many mouths split open. Teeth painted black with its own blood. When the hydra reaches 0 hit points, it makes one final Multiattack against every player character within 10 ft. before it finally succumbs to its wounds.

Description

The Blooming Hydra form the Swamp of the Hydra Epic Encounters set.

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2024 9:27:54 AM
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Coming Soon

Habitat: Swamp

Cavinbrya

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