Huge Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +8
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages --
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, deafened, frightened, 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 two 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 10 hit points for each head regrown in this way.

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

Actions

Multiattack. The hydra makes as many bite attacks as it has heads, one of which it can replace with one use of Cold Breath.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) cold damage.

Cold Breath (1/Turn). One of the hydra's heads exhales cold in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one.

Reactions

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

Description

The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order.

The cryohydra has a mottled white hide with a pale white underside. Each of its heads has the ability to breathe frost in a 15-foot cone, but since the hydra has only one set of lungs, only one of the heads can do so per turn. They are normally found in the arctic terrain, such as glaciers and icy caverns. Frost giants sometimes keep them as guards.

Habitat: Arctic

TheDungeonMathster

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