Gargantuan Monstrosity, Chaotic Evil
Armor Class 17 (Natural)
Hit Points 205 (27d10 + 20)
Speed 50 ft., Swim 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
28 (+9)
INT
10 (+0)
WIS
17 (+3)
CHA
9 (-1)
Saving Throws CON +15, INT +6, WIS +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage Dealt By Traps
Damage Immunities Acid, Poison
Condition Immunities Grappled, Prone, Restrained
Senses Darkvision, Passive Perception 19
Languages Common, Draconic, Primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Hold Breath. The hydra can hold its breath for 2 hours for each head it has.

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, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 60 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 3 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 20 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.

Legendary Resistance (2/Day). If Ancient Hydra fails a saving throw, it can choose to succeed instead.

Frightful Presence: Each creature of the Hydra's choice that is within 120 feet of the Hydra and aware of it must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Hydra's Frightful Presence for the next 24 hours.

Hard skin. As a bonus action, the Hydra can add +5 AC for 3 rounds. The Hydra gets this ability back after a short or long rest.

 

Actions

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

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 10 (3d10 + 5) piercing damage.

Toxic Breath. 20ft cone, DC 18 con saving throw or take (10d6) poison damage and poisoned, can make a DC 18 con save at end of turn, if succeeded, no longer poisoned. Poisoned condition lasts until short or long rest. The Hydra gets this action bake after a short or long rest.      

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Habitat: GrasslandHillMountain

BunanaBunWizard

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