Voidspawn Regeneration.
At the start of its turn. The Voidspawn Hydra regains 30 hit points per head, unless it rook radiant or force damage since its last turn. If it start its turn with 0 HP, it instead revives with 300 HP, unless all its heads were severed by radiant damage.
Multi-headed Nightmare.
The Hydra has 8 heads. If the Hydra takes 80 or more damage in one turn, one of its heads it destroyed. If a head is severed, two new heads grow at the start of its next turn, unless the would is cauterized with radiant or fire damage. Each head allows it to make one additional attack per turn (max of 12 heads).
Desperation Move.
At half HP Summon two Rift-Touched Abominations or Voidborn Slitherers.
Far Realm Corruption (Mythic Trait).
When the Hydra is reduced to 0 HP for the first time, it absorbs the planar energy from the surrounding rift and undergoes a terrifying transformation.
- It regains 300 HP and sprouts two additional heads, gaining two additional attacks per turn (max of 12 heads).
- Each of its attacks now deals an extra 20 psychic damage and forces a DC 22 Intelligence save or the target becomes Stunned until the end of their next turn.
Multi-Attack.
The Voidbound Hydra makes a number of attacks equal to its number of heads (minimum of 3, max of 12)
Cosmic Bite Melee Weapon Attack: +18 to hit, reach 15ft, 1 target. Hit: 40 (6d10+10) piercing damage + 20 (4d10) psychic damage.
If the target is a creature, it must make a DC 22 Intelligence saving throw or be Stunned until the end of its next turn.
Abyssal Roar (Recharge 5-6)
The Hydra lets out a nightmarish roar. All creatures within 60 feet must make a DC 22 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turn. If a creature fails by 5 or more, they are also paralyzed for 1 round.
Consume the Rift (Recharge 5-6).
The Hydra siphons power from the rift, regaining 100 HP and summoning 1 Rift-Touched Abomination or 2 Voidborn Slitherers.
Severed Head Retaliation.
When a head is severed, the Hydra immediately makes a Cosmic Bite attack against the create that severed it.
Abyssal Counterstrike
When the Hydra is hit with a melee attack, it may use its reaction to unleash a Psychic shockwave in a 10-foot radius around it.
- All creatures in range must make a DC 22 Intelligence saving throw or take 40 (8d10) psychic damage and be Confused until the end of their next turn.
3 per round, refresh at start of round
1. Void Snap (Costs 1 Action)
The Hydra makes a Cosmic Bite Attack.
2. Mindflayer Pulse (Costs 2 Actions)
The Hydra emits a psychic shockwave in a 30-foot radius. Each creature in range take 30 (6d10) psychic damage and must make a DC 22 Intelligence save or be Stunned for 1 round.
3.Call for aid (Costs 2 Actions)
The Hydra call forward 1 Mind-Shattered Harbinger.
4. Warp Reality (Costs 3 Actions)
The Hydra shifts the battlefield, teleporting up to 120 feet and forcing all creatures within 30 feet to make a DC 22 Dexterity save or be knocked prone and teleported 60 feet in a random direction.
Planar Annihilation. (Mythic Action - Used when first reaching 0 HP) The Hydra releases a 30-foot radius explosion of cosmic energy.
All creatures within range must make a DC 22 Constitution saving throw or take 100 (10d10) force damage and be blinded and restrained for 1 minute (repeat saves at end of turns)
Description
A towering, otherworldly abomination, the Voidbound Hydra is a nightmarish fusion of cosmic horror and ancient monstrosity. Its serpentine body is covered in chitinous black scales, writhing with veins of glowing violent energy that pulse like living stardust. Each of its many heads twists and snaps unpredictably, their elongated maws lined with rows of jagged, crystalline fangs that shimmer with an unnatural, void-like glow.
Its eyes, if they can be called that, are shifting voids of swirling darkness, speckled with tiny, twinkling stars. When it moves, it leave behind a trial of dimensional fractures, each one showing glimpses of alien, broken reality. The air around it crackles with psychic energy, distorting time and space as its presence threatens to unravel reality.
At the heart of it's shifting mass, the Voidbound Hydra pulses with an eerie rhythmic hum - a soundless echo the reverberates in the minds of those who dare to face it, bringing lesser beings to madness.
The closer you get the more the world seems to reject it's existence, colors bleed into each other and turn into unnatural hues, shows bend away from it. This creature is a herald of oblivion.
Lair and Lair Actions
Only active if the fight takes place near the rift (120 feet)
Lair Actions
On initiative count 20 (losing initiative ties), the rift unleashes a planar surge, choosing one of the following effects:
- Gravity Distortion - All creatures must succeed on a DC 20 Strength save or be pulled 20 feet toward the rift.
- Temporal Rift - A random creature in the lair loses it's next turn as time warps around it.
- Aberrant Surge - A 1 new Rift-Touched Abomination or 2 Voidborn Slitherers appears.
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