| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 9 | −1 | −1 |
Corpse lantern glow - 15 ft sickly green light that does 7(2d6) necrotic damage unless PC does a DC 16 con save.
Ravenous aura - advantage on grapple
Multiattack
Bite. Melee Weapon Attack: +10, reach 10 ft., 1. Hit: 2(d10 + 6) poison damage.
Tail hook. Ranged Weapon Attack: +10 to hit, range 20 ft., 1 target. Hit: 2 (d8 + 6) piercing damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
3/round
Gorge. Grapple
Tail whip
Vomitous burst (2) - within 15 foot cone make DC 17 con save or take 4d6 necrotic damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A 5 headed hydra, each head with its own appearance and personality, all hunger. They resemble gulper eels and decomposing monitor lizards with anglerfish lanterns on several of the heads emitting a sickly green glow.
Lair and Lair Actions
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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