Multiple Heads. The Cosmic Hydra has five heads. While it has more than one head, the Cosmic Hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.
At the end of its turn, the dracohydra 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 dracohydra regains 10 hit points for each head regrown this way.
Reactive Heads. For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the dracohydra sleeps, at least one of its heads is awake.
Multiattack. The dracohydra makes as many Bite attacks as it has heads.
Cosmic Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (8d10 + 5) fire damage:
Cosmic Fire (Recharge 4–6). The Cosmic Hydra heads exhale 3 beams of multicolored Fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 76 (10d12) fire damage chosen by the Cosmic Hydra: [rollable]
Once every 3 rounds, the Cosmic Hydra can flap its wings and deal 3d12 cold damage to all creatures within a 20-foot radius
Once per 10 rounds, if it is 100 hit points or less if can rain down a flaming pillar of cosmic fire on every creature in a 50-foot radius and deal 10d12 fire damage
Once it drops to 100 hit points, it can summon 2 draco hydras to defend itself and pushes every creature in a 10-foot radius 30 feet back
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