Huge Aberration (Mind Flayer), Typically Chaotic Evil
Armor Class 17 (Natural Armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft., Swim 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CON +10, WIS +7, CHA +9
Skills Arcana +8, Insight +8, Perception +8
Damage Resistances Psychic
Senses Darkvision 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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. It losses a head if it takes more than 25 points of damage in a round.

Regeneration. The hydra regains 10 hit points at the start of its turn for each of its heads. If the hydra takes fire or radiant damage, this trait doesn't function at the start of the hydras next turn. The hydra dies only if it starts its turn with 0 hit points and doesn't regenerate. 

Telepathic Hub. The hydra can communicate telepathically with any creature within 120 feet of it, plus 10 feet per head still on. Additionally, it can use its telepathy to link the minds of creatures equal to the number of its heads within range, allowing them to communicate with each other as long as they remain within the set distance of the hydras telepathy. 

 

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 10 feet., one target. Hit: 10 (1D10+5) piercing damage plus 7 (2D6) psychic damage.

Mind Blast (Recharge 5-6). The hydra emits a blast of pure psychic energy in a 60 foot cone. Each creature in that area must make a DC 18 Intelligence saving throw or take 27 (6D8) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Reactions

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The horrible monstrosity known as the Brain Hydra was the attempt, and success, of Zeklar raising to power. It is a towering beast, about 15 feet high, and 10 feet wide. It looks like a giant brain, with five heads pocking out, each having four eyes and a long tenticle tongue. By fusing the intelligence of a mindflayer and the multiple heads of a hydra, he created a perfect support and attack unit. When its on the attack it uses all of its heads to bite all the rebels. On the support, it uses all of its heads to create a giant psychic hub. There are currently only three known hydras, each in the main towns. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Mind Flayer

Habitat: Underdark

Rizz_boy_39

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