Legendary Resistance. (3/day) Three times per day, when the false hydra fails a saving throw, it can choose to succeed instead.
Mindsong. While the False Hydra has at least one head, it sings a haunting melody. Any creature that can hear the song must make a Wisdom Saving Throw DC 13. On a failure, the creature forgets the presence of the False Hydra, looks away, and loses its turn.
Darkvision. The False Hydra can see through magical darkness.
Hold Breath. The false hydra can hold its breath for 1 hour.
Multiple Heads. The false hydra has five heads. While it has more than one head, the false hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the false hydra takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it 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 false hydra regains 25 hit points for each head regrown in this way.
Reactive Heads. For each head the false hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the false hydra sleeps, at least one of its heads is awake.
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 8) piercing damage plus 6 (1d10) psychic damage.
Dominate. The False Hydra casts Dominate Person at 5th Level. The target must succeed a Wisdom Saving Throw DC 17 or become dominated by the False Hydra.
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.
Bite. The False Hydra makes a bite attack.
Emit Darkness. The False Hydra shrouds itself in a 20 ft radius of magical darkness that lasts until the end of its next turn.
Empowered Mindsong (Costs 2 Actions). The False Hydra heightens its song. Any creature that can hear it hear makes a DC 17 Wisdom Saving Throw or become charmed by the False Hydra until the end of its next turn. While charmed in this way, the creature becomes incapacitated and forgets the presence of the False Hydra.
Description
The body vaguely resembles that of the hydra it is named for but the body seems to be made of like a clay with a horrifying face with hundreds of long, sharp teeth in its mouth. This monster is constantly trying to satiate its never ending hunger by preying on anyone accessible, and removing the memories of those who would notice those disappearances.
Lair and Lair Actions
On initiative count 20 (losing ties), the false hydra's lair can make one of the following actions. It cannot repeat an action used last round.
1. Wisdom Saving Throws made within the lair are at disadvantage until initiative count 20 the next round.
2. The spell Darkness is cast on a location within 60 ft of the False Hydra until initiative count 20 the next round.
3. One incapacitated creature within range is teleported to an unoccupied square within 5 ft of the false hydra.
Comments