Hold Breath. Bargrifax can hold its breath for 1 hour.
Multiple Heads. Bargrifax has 6 heads. While it has more than one head, the Bargrifax has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever Bargrifax 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 grey 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 Bargrifax 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.
Beams. Bargrifax beam attacks are as follows:
Red Head Range Magic Attack: 30ft wide cone. (1d10). Creatures in range must make a DC16 Dex save. Creatures failing the save have healing halved for them for 2 turns.
Yellow Head Range Magic Attack: 10ft wide beam. (1d10). Creatures in range must make a DC16 Dex save. Creatures failing the save wearing metal armor take an additional (2d8) lightning damage
Green Head 30ft wide cone. (1d10). Creatures in range must make a DC16 Dex save. Creatures failing the save take (4d4) poison damage poison damage at the start of their next turn
Blue Head 10ft wide beam. (1d10). Creatures in range must make a DC16 Dex save. Creatures failing the save have their move speed reduced by half, rounded down
Gray Head 10ft wide beam. (1d10). force damage. Creatures in range must make a DC16 Dex save. Creatures failing the save are pushed back 20ft
Black Head 10ft wide beam. (1d10). acid damage. Creatures in range must make a DC16 Dex save. Creatures failing the save have their attack rolls reduced by 2 until the end of their next turn.
Multiattack. Bargrifax makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Legendary Actions
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Beam Attack: One head that has not made a beam attack since the beginning of the hydra’s last turn can make a beam attack against a random enemy.
Bite Attack: May make a bite attack against a random enemy within range.
Tail Swipe: Bagrifax turns and sweeps his tail in front of him. Creatures caught in the swipe must succeed a DC16 Constitution save or be thrown back 20ft and fall prone. Bagrifax moves back 20ft.
Description
Bargrifax is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.
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