Huge swarm of Tiny constructs, Any Non-Good Alignment
Armor Class 20 (natural armor)
Hit Points 240 (22d12 + 72)
Speed 10 ft.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +11, WIS +9, CHA +12
Skills Deception +13, Perception +10, Performance +13, Persuasion +13
Damage Vulnerabilities Cold, Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Blindsight 60 ft, Passive Perception 19
Languages Telepathy Any --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Multiple Heads. The hydra has six heads. While it has more than one head, the hydra has advantage on saving throws against being; charmed, deafened, frightened, stunned, unconscious and when it sleeps one head is always wake as will as it can’t be surprised. It also gets a reaction for each head. Being blind the Hydrazi is immune to anything involving or needing the ability to see.

Whenever the hydra takes 35 damage in a single turn, one of its heads dies. If all its heads die, the Hydra will lie dormant. If it does loose all of its heads or it’s health drops to or below zero, it will regrow a head every 1D4 rounds until it has at six again.

At the end of its turn, it grows two heads for each of its heads that died since its last turn. The hydra regains 20 hit points for each head regrown in this way.

Death: The only way to kill the Hydrazi is to remove its heart from it’s chest. Not an easy task since it’s chest is as hard as iron. Once it’s heart is removed, the Hydrazi has 1D4 rounds to get it back it in. Once that ends it makes DC 16 Con saves until it fails, once it does it will die.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. +11 to hit, reach 30 ft., one target. Hit: 10 (1d6 + 5) piercing damage. Plus 1D6 narcotic on a successful attack.

Breath Weapon (once every 1D6 rounds):  A 10 ft cone 60 ft long of narcotic damage 5D6. DC 16 Dex save, on a successful save half damage and on a fail full.

Angelic Voice:  the Hydrazi can use one of its heads to sing a hypnotic song, heard up to 1/mile. On a DC 21 Perception check adventures will notice the song on a  DC 18 investigation once the song is heard they can figure out the direction it’s coming from. Once in range of the song a failed DC 17 Wis save the adventurers will have disadvantage on all Charisma and Wisdom based saves. And if immune they become susceptible to these.

Spell like abilities: spells cast at caster level 14

1/Day: Counter Spell as a reaction, Hypnotic Pattern, Greater Invisibility, Hallucinatory Terrain, Major Image, Weird

at will/ Minor illusion, Disguise Self on each head, invisibility on a target spot of its body like a neck or a head.

 

Reactions

The Hydra can have multiple heads and it gets a reaction for each one. 

1/Day can cast Counter spell as a reaction

 

Legendary Actions

3 per round, after each turn

Regrow: can sprout two new heads from a dead one

Breath Weapon: as described above 

Reach: move one of its heads up to 100 ft to a max of 250 ft

Description

The hydrazi is a homunculus horror. It’s body is made up of nightmarish leftovers and it’s multiple heads are long and look different with every new set. Although its heads can be severed and it’s heads regrow. Figuring out how to kill it is the real puzzle. 

It will do anything to stay alive; lie, kill, create a whole illusionary landscape and creature to hide its presence. The deadly monstrosity does have one giant flaw, being made from unspeakable horrors. It can be hard to find eyes, because of this it is blind. That being said it’s other senses are improved because of this.

Habitat: SwampUnderdarkUrban

Big_Burnum

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