| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 11 | +0 | +0 |
| CON | 28 | +9 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 21 | +5 | +11 |
| WIS | 18 | +4 | +4 |
| CHA | 27 | +8 | +14 |
Legendary Resistance (3/Day). When the Hydra fails a Saving Throw, it can choose to succeed instead.
Hollow Husk (Once per day). When the Hydra is reduced to 0 Hit Points, it sheds off its skin layer, revealing the fleshy carcass beneath, a meaty amalgamation of hideous teeth and bone. The Hydra regains all of its Hit Points, regrows 5 new heads, and unlocks access to Mythic Actions.
Aversion to Fire. The Hydra actively avoids fire, feeling an intense fear and repugnance towards it. Whenever the Hydra takes Fire damage, it receives Disadvantage on all d20 rolls until the start of its next turn and it must succeed a Constitution Saving Throw (the DC equals the amount of damage taken). On a fail, the Hydra cannot grow any more heads until the start of its next turn. On a success, the Hydra is immune to this effect for the next 10 minutes.
Multiple Heads. The Hydra gains an additional action per turn equal to the amount of heads it has. It starts with 5 heads. Whenever the Hydra takes 84 or more Slashing damage on a single turn, one of head is decapitated. The Hydra dies if all of its heads were cut off in this way.
Extended Necks. The Hydra has an incredibly long neck that can expand and retract uncannily. Each head can extend and recoil up to 60 ft. The Hydra can spend all of its movement to double this range. This movement can provoke an Opportunity Attack.
Devouring Hunger. Whenever the Hydra eats a creature (via Ravenous Consumption) roll the d20. On a 10+, the Hydra grows an additional head. Add a bonus to the d20 roll according to the size of the creature:
Tiny: +2
Small: +4
Medium: +6
Large: +8
If the devoured creature has Class levels, then add an additional bonus equal to half its Class level (Ex. The Hydra eats a Lv. 10 Medium Fighter, adding a +11 bonus to the d20 roll, gaining an additional head).
Highly Reactive. The Hydra gains one Reaction for each head that it has.
Rapid Regrowth. At the end of its turn, the Hydra grows one additional head. If the Hydra already lost heads in the last 1 minute, then it grows two additional heads.
Regeneration. The Hydra regains 30 Hit Points at the start of its turn, unless it has taken Fire damage in the last minute.
Multiattack. The Hydra makes an amount of Gnawing Bite attacks according to the amount of heads it has. It can replace one use of of Gnawing Bite with Terrifying Shriek or Booming Blast. Then, the Hydra uses Telekinesis or Mindsong.
Gnawing Bite. Melee Attack Roll: +12 to hit, reach 30 or 60 ft. (*See Extended Necks), one target. Hit: 13 Piercing damage plus 9 Necrotic damage. The target must also succeed a DC 15 Constitution Saving Throw or they take double the Necrotic damage. Furthermore, if the target is a Large or smaller creature, they are Grappled (escape DC 18). The Hydra can only Grapple one creature per head at a time.
Terrifying Shriek. The Hydra unleashes a terrible shriek. All creatures within 60 ft. of the Hydra must succeed a DC 20 Wisdom Saving Throw or take 35 Psychic damage and become Frightened for 1 minute. On a success, the targets take half damage only.
Booming Blast (Recharge 5-6). The Hydra lets out a thunderous burst of sound. All creatures within a 120 ft. cone originating from the Hydra must succeed a DC 20 Constitution Saving Throw or take 44 Thunder damage and become Deafened until the start of the Hydra's next turn.
Telekinesis. One creature within 120 ft. of the Hydra must succeed a DC 20 Strength Saving Throw or be suspended in midair by the telekinetic powers of the Hydra. The target is Restrained and takes 14 Force damage at the start of each turn while Restrained. At the start of its turn, the Hydra can move the Restrained creature 30 ft. in any direction of its choice. If this movement makes contact with another creature, then both creatures take 20 Bludgeoning damage. These effects end once the Hydra has taken more than 50 damage in a single turn or the Hydra looses a head.
Mindsong. The Hydra sings a harrowing melody which is heard by anyone within 5 miles of the head that sings. Only one head needs to sing and having additional heads join the song provide no benefits. Creatures hearing the song gain gaps in their memory that they have no recollection of. If a person enters a room with a Hydra, the song may cause the person to forget the Hydra was there. This is commonly used to cause people who are close to victims of the Hydra to forget that person existed.
This song does not alter reality, only perception. A woman who lost her husband may find it confusing to find men's clothes in her house as she recalls no husband. This effect does not work on people who are deaf, or are focused on the item the gap is intended to replace. For example, the women above may witness the hydra eating a man, and recall all of it during the event, but forget the second she looks away.
As people are victims to the mindsong, they risk gaining split minds. If a victim gains split mind, the left half of the mind separates from the right. The victim does not notice this, however the left half cannot hear, thus is immune to the mindsong (but it can see). It may try to notify the victim of the hydra, but it only controls half the body. It does not control speech. This may appear as the left hand inserting text into a note the victim is writing, or scratch letters into their chest as they sleep. Since the right brain is still impacted by the mindsong, they may never notice the letter, however the scars on their chest are harder to blank out of their mind.
Ravenous Consumption. A creature that is Grappled or Restrained by the Hydra is swallowed, falling into the belly of the beast. While swallowed, the creature is Blinded, Restrained, is suffocating, has Total Cover against attacks made outside the Hydra, and must succeed a DC 20 Constitution Saving Throw at the end of each turn or take 60 Acid damage, which is halved on a successful save. Whenever the Hydra moves, the swallowed creature moves with it. Whenever the Hydra takes damage or dies, it must succeed a DC 20 Constitution Saving Throw or vomit out all swallowed creatures, who drop within 10 ft. of the Hydra, loosing all aforementioned conditions. If a creature dies while Swallowed by the Hydra, then they are instantly consumed and cannot be brought to life unless by the True Resurrection or Wish spells (*See Devouring Hunger).
Dominating Screech (Recharge 5-6). The Hydra lets out a hideous screech, the song of enslavement, oppression, and pain. All creatures within 60 ft. of the Hydra must succeed a DC 18 Wisdom Saving Throw or be Dominated by the Hydra, following the direct orders and commands of the Hydra with unwavering loyalty. At the start of each turn, the Dominated creature can repeat the Saving Throw to try and end this condition.
Scream of Madness. When the Hydra takes damage, it lets out a maddening scream that vibrates in the minds of its victims in an otherworldly echo. All creatures within 60 ft. of the Hydra must succeed a DC 18 Wisdom Saving Throw or take 15 Psychic damage and receive one of the following effects below (roll a d4 to determine which effect):
1. Gain a form of Shor-Term Madness
2. Gain a form of Long-Term Madness
3. Gain a form of Indefinite Madness
4. Reroll and choose both options, ignoring any repeats.
The Hydra has 3 Legendary Actions, choosing from the options below, that it can use at the end of another creature's turn. The Hydra regains all expended Legendary Actions at the start of its next turn.
Right Behind You. The Hydra teleports up to 60 ft. in an unoccupied space it can see and makes a Gnawing Bite attack.
Thought Bubble. The Hydra creates a magical shield of energy around itself, composed of pure thought. The Hydra gains 15 Temporary Hit Points. When the Hydra is hit by a Melee Attack while these Temporary Hit Points are active, then the attacker takes 10 Psychic damage.
Memory Drain. The Hydra drains the mental will of its victims, sapping away its life force. One creature that the Hydra can see within 60 ft. must make a DC 18 Intelligence Saving Throw or take 17 Psychic damage as a random memory is stolen. The creature cannot remember this memory until they slay the Hydra.
The Hydra gains additional Legendary Actions below after activating its Hollow Husk trait.
Enslaving Gaze. The Hydra's empty eyes stare directly into the soul of its victims. One creature that the Hydra can see within 60 ft. must succeed a DC 18 Wisdom Saving Throw or be Dominated by the Hydra, following the direct orders and commands of the Hydra with unwavering loyalty. At the start of each turn, the Dominated creature can repeat the Saving Throw to try and end this condition.
Dreadful Wail. The Hydra lets out a harrowing wail, tearing the minds of those nearby. All creatures within 60 ft. must succeed a DC 18 Wisdom Saving Throw or take 22 Psychic damage and become Frightened for 1 minute. Creatures still take half damage on a successful save.
Description
"False Hydras are creepy. When they sleepwalk, their creepier."
--Professor Optic, the Nothic scholar of monsterology
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