Armor Class 14 natural armor
Hit Points 85 (10d8 + 40)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Senses Darkvision, Passive Perception 16
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Two Heads. The baby hydra has two heads. While it has more than one head:
  • It has advantage on Perception checks.
  • It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever it takes 15 or more damage in a single turn, one head dies.
If all heads die, the hydra dies.
Growing Stumps. If a head dies and the hydra has at least 1 HP at the end of its next turn, one new head grows unless the hydra took fire damage during that round.
The hydra can’t have more than three heads at once.
When a new head grows, it regains 10 HP.
Actions
Multiattack. The hydra makes one Bite attack per head.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 3) piercing damage.
If the hydra has three heads, the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Thrashing Splash (Recharge 5–6). The hydra violently lashes in a 10-foot radius.
Creatures in range must make a DC 14 Dexterity saving throw.
  • Fail: 14 (4d6) bludgeoning damage and knocked prone.
  • Success: Half damage, not knocked prone.
If in water, this area becomes difficult terrain until the end of the hydra’s next turn.
Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

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.

JKshark

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