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.
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.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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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
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Oct 7, 2024Hello there, I am an aspriant DM, and I've been working on a Mindflayer campaign, and if you want the whole thing you can just send me your email, and I'll send you the PDF. Enjoy!