| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 13 | +1 | +1 |
| CHA | 7 | −2 | −2 |
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra 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 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.
Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (2d10 + 6) Piercing damage.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (2d10 + 6) Piercing damage.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (2d10 + 6) Piercing damage.
Multiheaded . The Ancient Hydra can make a number of Legendary Actions equal to it's current number of heads.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (2d10 + 6) Piercing damage.
Lair and Lair Actions
The Ancient Hydra starts with 5 lair points and regains 1d4 lair points at the start of it's turn. It can replace it's Legendary Action with a Lair Action.
Summon Fog (1 Lair Point) - The Ancient Hydra summons a thick fog that obscures it's lair. The Ancient Hydra can see through this fog and has advantage on Dexterity Stealth checks made to make surprise attacks in this fog.
Rock Throw (2 Lair Points) - The Ancient Hydra grabs stalactites from the roof or stalagmites from the floor of it's lair and throws them at enemies. One target for each head must make a dc 18 Dexterity Saving Throw or take 3d10 piercing damage and be stunned until the end of their next turn. {"diceNotation":"3d10","rollType":"damage","rollAction":"Rock Throw","rollDamageType":"piercing"}[/rollable] piercing damage.
Wave Crash (3 Lair Points) - The Ancient Hydra summons a massive wave that crashes down on all enemies within 60 feet of the water's edge. Targets must make a Strength Saving Throw or take 2d12 bludgeoning damage, are knocked prone, and dragged 20 feet towards the water's edge. Targets who pass this save take half damage and are not knocked prone or dragged. {"diceNotation":"2d12","rollType":"damage","rollAction":"Wave Crash","rollDamageType":"piercing"}[/rollable] bludgeoningdamage.
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