Amphibious. The coral hydra can breathe both air and water.
Multiple Heads. The hydra has three 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.
Multiheaded Regeneration. The Coral Hydra has multiple coral-encrusted heads. At the start of its turn, the hydra regains 5 hit points for each head it has, unless it takes fire damage. If the hydra loses a head (see "Severed Heads" below), two more grow back in its place at the end of its next turn unless it takes fire damage before then.
Severed Heads. For every 20 points of damage taken in a single turn, one of the Coral Hydra’s heads is severed (if the damage is from a critical hit, a head is severed automatically). When a head is severed, the Coral Hydra takes an additional 10 damage, but two new heads grow in place, increasing the hydra’s regeneration and attacks (up to a maximum of 5 heads).
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.
Water Camouflage. While in water, the Coral Hydra has advantage on Dexterity (Stealth) checks made to hide.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
The coral hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. It's entire body is covered in a thick layer of colorful hard bodied corals. Although its heads can be severed, the hydra magically regrows them in short order.
Lair and Lair Actions
The Coral Temple is home to this creature, and while inside the temple or submerged in water, it can take one of the following lair actions:
Coral Barrage (Recharge 5–6): Jagged coral and sharp sea stones surge from the ground or the temple walls. Creatures within a 20-foot radius of the Hydra must make a DC 13 Dexterity saving throw, taking 12 (3d6) slashing damage on a failed save, or half as much on a successful one.
Tidal Surge (Recharge 5–6): The Hydra can summon a wave of water, pushing creatures within 15 feet of it back 10 feet and potentially knocking them prone (DC 12 Strength saving throw).
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