Legendary Resistance (1/Day). If the Ancient Hydra fails a saving throw it can choose to succeed instead.
Hold Breath. The Ancient Hydra can hold its breath for 1 hour.
Multiple Heads. The Ancient Hydra has eight 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 Ancient Hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra is unconscious for 1 minute.
After the 1 minute has passed, or at the end of its turn if it has at least 1 head left, 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 Ancient Hydra regains 20 hit points for each head regrown in this way.
Reactive Heads. For each head the Ancient Hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the Ancient Hydra sleeps, at least one of its heads is awake.
Multiattack. The Ancient Hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d10 + 6) piercing damage.
The Ancient Hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ancient Hydra regains spent legendary actions at the start of its turn.
Detect. The Ancient Hydra makes a Wisdom (perception) check.
Move. The Ancient Hydra moves up to half its movement speed.
Poison Breath (Recharge 6) (Costs 3 Actions). The Ancient Hydra lets out a 60ft cone of purple, poisonous gas from one of its heads. All creatures in the cone must succeed on a DC 16 Constitution saving throw. On a failure, the creature takes 21 (8d6) poison damage and is poisoned for 1 minute, taking half the damage on a success. A creature can reroll the save at the end of its turn, ending the effect on success.
Ancient Monstrosity (Mythic Trait; Recharges after a Short or Long Rest). When the Ancient Hydra is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regrows 5 heads, regaining 243 hit points. Additionally, the Ancient Hydra becomes immune to poison and resistant to fire damage.
If the Ancient Hydra's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Ancient Monstrosity:
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d10 + 6) piercing damage.
Flaming Poison Breath (Costs 3 Actions). The Ancient Hydra recharges its breath weapon and uses it. The Ancient Hydra lets out a 90ft cone of purple, poisonous gas from one of its heads. All creatures in the cone must succeed on a DC 16 Constitution saving throw. On a failure, the creature takes 21 (8d6) poison damage and is poisoned for 1 minute, taking half the damage on a success. A creature can reroll the save at the end of its turn, ending the effect on success. The gas then ignites, forcing the creatures to make a DC 16 Dexterity saving throw, taking 21 (8d6) fire damage on a failure and half as much on a success.
Description
The Ancient Hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the Ancient Hydra magically regrows them in short order. This hydra has been left to grow, the additional heads from a normal hydra being a sign of the battles this monstrosity has fought.
Lair and Lair Actions
An Ancient Hydra’s Lair
Ancient Hydra's tend to lair in the deepest part of the oldest swamps. The Ancient Hydra will tend to lair in an alcove within the swamp, using its many heads to look for anything that it can devour. The many years of hunting and fighting have lead to this monster taking a more stealthy approach, submerging as much of itself as possible and ambushing anything that wanders to close.
The cave that it resides in has the bones and equipment of previous meals of the Ancient Hydra.
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Hydra takes a lair action to cause one of the following effects; the Ancient Hydra can’t use the same effect two rounds in a row:
- Water within 30ft of the Ancient Hydra from the swamp releases a foul odour. All creature except the Ancient Hydra must make a DC 15 Constitution saving throw or become poisoned until the next lair action.
- A 20ft radius of land within 100ft of the Ancient Hydra becomes difficult terrain.
Regional Effects
The region containing an Ancient Hydra’s lair is scarred by the long presence of the Ancient Hydra, which creates one or more of the following effects:
- Bones of previous victims can be found in a 2-mile radius.
- The smell of poison and decay hang in the air for up to 1 mile.
If the Ancient Hydra dies, these effects fade over the course of 1d6 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/14/2020 2:18:50 PM
|
9
|
1
|
1
|
Coming Soon
|
Comments