Hold breath. The Hydra can hold its breath for 1 hour
Multiple heads. The Hydra has 5 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 head dies, if all its head 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 this way.
Reactive heads. for each head the hydra has beyond one, it gets reaction that can be used only for opportunity attacks.
wakeful. while the hydra sleeps, at least one of its heads is awake.
Multiattacks. The hydra makes as many bite and Breath attacks as it has heads.
bite. Melee Weapon Attack: +8 to hit, reach 30 ft, one target. hit: 10 (1d10 +5) piercing damage.
Breath attack. acid 30 ft long and 5 ft wide each creature needs to make a DC 16 Dexterity saving throw taking d6 acid damage on a fail or d3 on a successful roll. (recharge 5 rounds)
Description
The Hydra is a massive, serpentine creature with multiple heads, each bearing sharp, fang-filled mouths and glowing eyes that radiate menace. Its long, scaly body is dark and weathered, resembling the hide of an ancient beast, and it moves with a terrifying fluidity, lashing out with its thick tail. The Hydra's heads work in unison, biting relentlessly at any threat, and when one head is severed, two more grow in its place, thanks to its powerful regenerative abilities. Often found in murky swamps or dark marshes, this fearsome creature lurks in foggy, desolate environments, blending with its surroundings as it waits to ambush its prey. Its combination of brute strength, multiple attacks, and near-immortality makes it a truly formidable monster.
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