Large Beast, Chaotic Neutral
Armor Class 17 natural armor
Hit Points 186 (18d10 + 76)
Speed 40 ft., Walk 60 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws INT +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 30 ft, Passive Perception 15
Languages none
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Hold Breath: The hydra can hold its breath for 1 hour.

Multiple Heads: The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, defend, frighted, stunned, and knocked unconscious.Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.At the end of its turn, it grows three heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way.

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

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

Charge: If the bull hydra has moved at least 10 feet towards a creature, it can attack twice with a Bite attack

Actions

Multiattack. The hydra makes as many bite attacks as it has heads it then regains 1 head if it has lost any.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d12 + 5) piercing damage.

 

Description

The bull hydra is a native descendant of the hydra. There mainly found in sword coast, but they seem to have trickled into other planes. no one Knows how it happened but some people think they came through planer portals. While others think someone teleport-ed them

mommier

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