Gargantuan Aberration, Chaotic Evil
AC 18 Natural Armor    Initiative +1 (11)
HP 350 (24d12 + 168)
Speed 60 ft., Each head has its own movement speed of 60 feet per round. Each head has a swim/burrow/fly speed equal to its walking speed.
Mod Save
STR 22 +6 +6
DEX 12 +1 +1
CON 22 +6 +11
Mod Save
INT 14 +2 +2
WIS 16 +3 +8
CHA 18 +4 +9
Skills Deception +8, Insight +7, Perception +10
Resistances Cold, Fire, Lightning
Immunities Psychic; Charmed, Frightened
Senses Darkvision 120 ft., Tremorsense 30 ft.; Passive Perception 17
Languages The language of any creature it has consumed.
CR 15 (XP 13,000; PB +5)
Traits

Seven Heads. The False Hydra has seven heads. While it has more than one head, the False Hydra has advantage on saving throws against being blinded, deafened, stunned, and the unconscious condition. They hydra loses heads at intervals determined by the DM. 

Regeneration.  The False Hydra regains 20 hit points at the start of its turn if it has at least 1 hit point. If it takes radiant damage, this trait doesn't function at the start of its next turn.

Horrifying Presence. At the start of each of its turns, the False Hydra can choose one creature it can see within 60 feet. That creature must succeed on a DC 18 Wisdom Saving Throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if the False Hydra is within line of sight. Upon success, a creature is immune to this trait for 24 hours.

Oblivion Song. The False Hydra can sing an eerie, haunting melody as an action. When it sings, all creatures within a 5 mile radius of the False Hydra, including those beyond line of sight, become completely unaware of its presence. Creatures forget the False Hydra's existence entirely--its shape, actions, and presence fade from memory as though it never existed. This effect persists for as long as the False Hydra continues to sing. Once the song ends, creatures become aware of the False Hydra's presence and must succeed on a DC 18 Wisdom Saving Throw or be paralyzed with horror for one round. Creature still do not remember anything they previously learned about the False Hydra which only adds to their terror.

Soul Erasure. Any creature consumed by the False Hydra is forgotten by all as if erased from reality. Its name is lost from all records, its image removed from photographs, and its existence completely obliterated from memories. Only the creature's belongings remain. This effect can only be reversed by the use of a Wish spell, provided the caster is aware that the creature ever existed.

Actions

Multiattack. The False Hydra makes seven bite attacks, one with each head.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 19 (2d12 + 6) [piercing] damage.

Devouring Maw (1/head). The False Hydra can use each of its seven heads to attempt to swallow a creature it has bitten. The target must succeed on a DC 18 Constitution saving throw or be swallowed. A swallowed creature is blinded, restrained, and takes 21 (6d6) [acid] damage at the start of each of the False Hydra's turns. The swallowed creature can escape by dealing 40 damage to the False Hydra from inside or succeeding on a DC 18 Strength (Athletics) Check.

Mind Rend (Recharge 6). The False Hydra targets one creature within 60 feet. The target must succeed on a DC 18 Intelligence Saving Throw or take 42 (8d10) [Psychic] damage and be stunned until the end of its next turn. On a successful save, the target takes half damage and isn't stunned. 

Reactions

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

Legendary Actions

The False Hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The False Hydra regains spent legendary actions at the start of its turn. 

Detect. (1 Action) The False Hydra makes a Wisdom (Perception) Check.

Bite Attack. (1 Action) The False Hydra makes one bite attack.

Mental Intrusion (Costs 2 Actions). The False Hydra targets one creature within 60 feet. The target must succeed on a DC 18 Wisdom Saving Throw or take 25 (6d8) [psychic] damage and be unable to distinguish friend from foe until the end of its next turn. 

Description

A grotesque aberration, the False Hydra towers with a bloated, sinewy body that seems unnervingly flexible, its flesh mottled with sickly shades of gray and pale green. Its central torso is bulbous and oozes a faint, viscous slime, glistening under the faintest light. Sprouting from its misshapen form are multiple elongated necks, each crowned with a misshapen, humanoid-like head. The heads lack eyes, their featureless faces stretched wide in perpetual, tooth-filled grins. Thin, jagged tendrils writhe along the Hydra's body, curling and twitching like serpents, as if sensing its surroundings.

A soft, almost inaudible hum emanates from the creature, barely perceptible yet deeply unsettling, warping the minds of those nearby. The air around the False Hydra thickens unnaturally, damp with a cloying odor reminiscent of decayed earth and distant ash. As it moves, the creature’s heads sway independently, each tilting unnervingly, as if searching for prey unseen by all but itself.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the False Hydra takes a lair action to cause one of the following effects:

  • Oblivion Echo. The False Hydra causes all creatures within its lair to blur their memories further. Each creature must succeed on a DC 18 Intelligence Saving Throw or forget one important detail of their past. 
  • Maddening Whispers. The False Hydra fills the lair with unsettling whispers. All creatures within 60 feet must succeed on a DC 18 Wisdom Saving Throw or take 16 (4d8) Psychic damage and be incapacitated until the end of their next turn.

 

Monster Tags: abberation

GyJones

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