Huge Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 165 (15d12 + 75)
Speed 30 ft., Swim 50 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +9, CON +9
Skills Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Hold Breath. The Beavhydra can hold its breath for 1 hour.

Multiple Heads. The Beavhydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the Beavhydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the Beavhydra dies.

At the end of its turn, it grows one head for each creature it has eaten since it last turn, unless it has taken 10 or more cold damage since its last turn. The Beavhydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the Beavhydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the Beavhydra sleeps, at least one of its heads is awake.

Wood eater.  The Beavhydra deals double damage to wooden objects.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads and one beever tail attack.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Beever tail.  Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) bludgeoning damage.

Description

The tales tell of a monster so unspeakable that those who face it often rather die than live with the full knowledge of the monster, the Beavhydra. They lair in rivers waiting for boats to pass by so it can take the treasure on it on store it in the lair. They grow a new head when they kill a person but they can not grow more than ten heads at a time. 

They resemble giant brown beavers with a tail that is often red from blood. Head grow from their main body and the heads have up to two meters long necks covered with fur.

The only way to stop these creatures is to cut of their heads, take all dead bodies away from it and freeze it with a lot of cold. It must have a body to grow a new head, if it is cold it cannot grow a new head and if all heads fall from the vile creature it dies.

Lair and Lair Actions

The lair of a beavhydra is made out of trees that has been bitten down and made into a dam, this can take up a whole river and it provides a quiet shelter for the monster. It increases the challenge rating to 10 if the beavhyhdra is encountered in the lair.

On iniative count twenty the Beavhydra can use a lair action, it can choose from the following.

Flood. The beavhydra makes a hole in the wall of the lair causing water to flood inside. After 1d8 rounds the room gets completely flooded with water.

Rain of wood. sharpened wood falls down from the celing. Everyone in the room must make a dex saving throw or take 6d6 damage

Habitat: CoastalSwamp

Skadom

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