| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 12 | +1 | +1 |
| CON | 24 | +7 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 14 | +2 | +7 |
| CHA | 7 | −2 | −2 |
Hold Breath. The hydra can hold its breath for 1 hour.
Acidic Blood. When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8) acid damage.
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 at least 20 points of 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: +9, reach 10 ft. Hit: 16 (2d10 + 6) Piercing damage.
Legendary Action Uses: 3. Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Lashing Heads: The hydra makes a single head attack against a target within range. If it hits, the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Crushing Bulk: The hydra slams its enormous body into the ground or a nearby obstacle. All creatures within 15 feet of it must make a DC 17 Dexterity saving throw or take 4d10 bludgeoning damage and be pushed 10 feet away and knocked prone. On a success, they take half damage and are not moved. The Hydra cannot use this action again until the end of its next turn.
Titanic Roar: The hydra unleashes a deafening, primordial roar. Each creature of its choice within 60 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success. On a failed save by 5 or more, the creature is Stunned instead for 1 minute The Hydra cannot use this action again until the end of its next turn.
Comments