Huge Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 10 ft., Swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Skills Athletics +6, Perception +6
Damage Vulnerabilities Cold
Damage Immunities Fire
Condition Immunities Blinded
Senses Blindsight 120 ft., Passive Perception 16
Languages Aquan --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Breath Water. The hydra can breath in water and hold its breath for 1 hour on land.

Multiple Tentacles. The hydra has five tentacles. While it has more than one  tentacles, 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  tentacles dies. If all its  tentacles die, the hydra dies.

At the end of its turn, it grows two  tentacles for each of its  tentacles that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit points for each  tentacles regrown in this way.

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

 

Actions

Multiattack. The hydra makes as many slam attacks as it has tentacles.

Slam. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Grapple: The hydra can use two  tentacles to attack one target if both hit the target is grappled and it makes an immediate wringing attack causing 2d10+5 damage. 

Description

The hydra is a Amphibian horror with a Squid body and multiple  tentacles. Although its  tentacles can be severed, the hydra magically regrows them in short order.

Habitat: Underwater

newboy

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