| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | −2 | −2 |
Hold Breath. The abomination can hold its breath for 1 hour.
Multiple Heads. The false hydra has 7 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 abomination has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.
Multiattack. The false hydra makes as many Bite attacks as it has heads.
Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.
silk song a player has to succeed on a dc 12 wisdom saving throw or they are hypnotized for two rounds and take poison damage
super rage if the abomination hp is under 20 than they get two attacks per turn
Description
a shapeless form that many tendrils and can shape shift into anything
Lair and Lair Actions
cave and dark areas
Comments