Gargantuan Monstrosity, Any Non-Good Alignment
Armor Class 20 Natural Armor
Hit Points 999 (50d20 + 100)
Speed 100 ft., SPEED 50FT ON LAND
STR
20 (+5)
DEX
20 (+5)
CON
30 (+10)
INT
18 (+4)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +14, DEX +14, CON +19
Damage Vulnerabilities Fire, Lightning
Damage Resistances Acid, Bludgeoning
Senses Unknown TREMORSENSE/DARKVISION 300FT/SENSES ANYTHING IN LAIR, Passive Perception 15
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Special Traits-

  • Hydra can regrow its heads indefinitely unless the cut off head wound is sealed with fire.
  • SHELL AC 30
Actions

Actions

  • Tail Sweep (Underwater/Land): Water- Creates a small flood and rush of water, knocking all creatures prone unless they succeed a DC 18 SON SAV THROW. Land- Deals 20 (4d10) Damage. Range- 30 ft semi-circle around its back. +10 to hit.
  • Strike: Head lunges to grasp creature in its teeth and bite down hard. Range- 20ft. +15 to hit. Damage- 30 (3d10+30)

 

Reactions

Reactions

  • Each head can make a separate attack of opportunity if a creature comes within five feet of the shelled body.
Legendary Actions

Legendary Actions

  • Torrent- The Arch Hydra stores water within its body, welling it up in up to all twelve heads, dividing its intensity, and shooting it out as a high=speed projectile, scattering in up to a 30÷Intensity(ft.) radius. DEXTERITY SAVING THROW- HALF DAMAGE ON SAVE IF FAILED KNOCKED PRONE AND HALF MOVEMENT SPEED FOR 1 TURN. Damage- 30 (6d10).      1/3 TURN
  • Cloudburst- The Arch Hydra magically leaps between two suitable bodies of water 50ft high over up to 200ft, Using Torrent as it flies over up to a 300ft area of its choice, with the same damage/conditions.      1/WEEK
  • Swallow- Rearing its head, it lunges to grasp a creature in range within its teeth. MUST SUCCEED A DC 15 STR SAV THROW OR BE SWALLOWED, SURVIVING AS LONG AS IT CAN WITH NO FOOD/WATER. 1/WEEK
  • REGROW- ONCE EVERY TURN IT MAY REGROW 1 OF ITS HEADS COMPLETELY AND REGAIN 2d20+30 HP.     2/3 TURN

Description

An Arch Hydra is a gargantuan, naturally water-dwelling, serpent-like monstrosity. It has 12 individually intelligent heads, with there own attacks and reactions, though sharing in thoughts. They can survive out of water indefinitely as well, slithering to move. Its body where the necks all connect are concealed in a protective shell, wherein a well placed attack could strike at the heart, dealing 12 times the damage.

Lair and Lair Actions

Naturally lives within large, deep basins of water, which it may call its lair.

Lair Actions

  • The Arch Hydra can instantly sense any presence within its lair.
  • May survive indefinitely underwater within Lair established for at least 1 year.

Regional Effects

  • Water the Arch Hydra resides in becomes uninhabitable for most living creatures.
  • Water the Arch Hydra resides in requires Truesight to see through.

If the Arch Hydra dies, these effects fade over the course of 7 days.

Monster Tags: abberationmonstrosity

Habitat: CoastalSwampUnderdarkUnderwater

HeHonk

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