Hold Breath. The crocodile hydra can hold its breath for 30 minutes.
Multiple Heads. The crocodile hydra has three 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 crocodile 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 crocodile hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the crocodile hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the crocodile hydra sleeps, at least one of its heads is awake.
Multiattack. The crocodile hydra makes as many bite attacks as it has heads that aren’t grappling.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile hydra head can’t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile hydra. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must make a DC 16 Strength saving throw or be knocked prone.
Description
The crocodile hydra is a reptilian horror with a crocodilian body and three heads on short, stubby necks. Although its heads can be severed, the crocodile hydra magically regrows them in short order.
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