Multiple Heads. The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way.
Reactive Heads. For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the dracohydra sleeps, at least one of its heads is awake.
Multiattack. The dracohydra makes as many Bite attacks as it has heads.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: fire, lightning, acid, or cold.
Frightful Presence.
Each creature of the dracohydra’s choice that is within 120 feet of it and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dracohydra’s Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 4–6). The dragon uses one of the following breath weapons.
Prismatic Breath. The dracohydra’s heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) damage of a type chosen by the dracohydra: fire, lightning, acid, or, cold.
On a successful save, the creature takes half as much damage.
Description
The chromatic dracohydra is the result of arcane experimentation dedicated to recreating Tiamat’s power, preserving her essence through the volatile fury of chromatic dragons. Amalgamating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The chromatic dracohydra’s breath weapons are a multicolored mass of energy that contains the essence of a chromatic dragon’s elemental power.
True to their lineage, the chromatic dracohydra’s presence in a region often marks a period of instability and fear. Each of the heads of a chromatic dracohydra tends to develop a particular hunger or obsession, and will tailor the local environment to fulfill its desires—often through ruthless manipulation or force. Examples include decimating rival predator populations to create an unchallenged hunting ground, dominating isolated villages and turning them into tribute-paying subjects, or hoarding resources to create scarcity and enforce obedience. Ancient chromatic dracohydras are rare, as their practices invite challenge by adventurers, druid circles, metallic dragons, and even stronger chromatic dragons, who often see them as weak and inferior abominations. A chromatic dracohydra that reaches ancient status often only does so if it was created by a spellcaster—serving a lich, a warlord, or the court wizard of a kingdom for most of its life—since such arrangements are often the only way it remains undetected or unchallenged long enough to grow truly powerful.
A dracohydra can sometimes be found in the service of the spellcaster who created it, kept obedient by the rituals of their creation, or they me found in the wild, where wild magic surges can cause a Dracohydra to spawn from the co-mingling blood of a feuding dragon and hydra.
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