Homebrew Demi Hydra Species Details

Prowess in the elements

 

 Demi-hydra's are proud of the flaming breath. They can burst out a large amount of Fire damage towards an opponent that may threaten them or others with Hydra Breath.

 

 Demi-Hydra Traits

 

Hydra madness

 

Ablity score increase

 

Your constitution score increases by 2 and Strenght by 1

 

Dark Vision Your keen senses allow you to see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

 

Ravenous Appetite

 

Your accelerated healing requires your body to consume more food than the average person. You must eat twice the amount of food as a normal person. Every day you go without food roll a Con Save with a DC of 10+ The number of days without food. With each failure you gain one point of exhaustion. Every point of exhaustion gained in this manner can only be removed by eating four times as much food as a normal person. For example, if you gain three points of exhaustion in this manner it will require three days of eating, with exhaustion reduced by one point a day.

 

Hard to Kill

 

You are extremely difficult to kill. You have advantage on death saving throws.

 

Extraordinary Regeneration

 

Once per day when you take damage you can use your reaction to activate this ability. For the next minute you recover HP equal to your Con modifier(minimum of 1) at the beginning of each of your turns so long as your health is less than half. This regeneration does not occur of you are rendered unconscious or if you have taken fire damage since the end of your last turn.

 

Age

 

Demi-hydra reach maturity around age 25 and rarely live past 90 years.

 

Size

 

Your size is large.

 

Speed

 

Your base walking speed is 30 feet, and you have a swimming speed of 30 

 

Hydra's Blessing

 

As a hydraborn, you have the ability to regrow limbs (other than heads) that were cut off, each limb takes 2 weeks to regrow, while a limb is growing back you have a point of exhaustion until the limb is fully grown (exhaustion stacks), until the limb that was cut off is fully grown you have disadvantage with attacks if you use that limb to attack, if you have a leg detached, then your speed is halved until the leg regrows, if both legs are cut off, your speed goes to 0. A limb doesn't regrow if you have taken fire damage in the first 2 days of the limbs regrowth, if all of your limbs are cut off you are put into a deep sleep that you can't wake up from until all of your limbs have regrown.

 

Hydra Multiplication

 

Due to your hydra ancestors, if one of your heads takes slashing damage equal to your AC+your constitution modifier, it will be chopped off. When a head is gone, if you haven’t taken any fire damage in the past turn, your head will grow back, but instead of one head, it will be two. But, if you end the turn with 0 heads, then you die immediately with no way of revival. If you have more then 9 heads, then they will begin to fight amongst themselves, dealing you 1d6 piercing damage per 10 real-time seconds they are fighting. You cannot stop them from fighting, you must wait for one of your fellow party members to cut however many heads off, and seal them with fire damage.

 

Hydra Heads:

 

Hydra Heads

 

As long as you have more than 3 heads, you have advantage on all perception and intimidation checks.

 

Hydra-Head-Heal

 

Whenever you take damage, at the end of your turn you gain life equal to half the damage you took, on top of that you gain another head. If you took acid or fire damage before the end of your turn, you don’t gain another head and don’t heal half your life. When you attack with your bite attack, you deal 2d8 piercing damage plus 1d8 piercing for every extra head you have. You loose your extra heads every long rest.

 

Multiple Heads

 

while having more than 1 head you have an advantage on saving throws against being blinded, charmed, or deafened.

 

Whenever the hydrafolk takes damage higher than their constitution stat in a single attack, one of its heads dies. If all its heads die, the hydrafolk dies.

 

During a long rest you may regrow as many heads as you wish aslong as you don't exceed your maximum head counter.

 

you start with a maximum of 2 heads, the maximum is equal to your proficiency bonus. (So 2 heads maximum at 1st-4th level, 3 heads at 5th-8th level, 4 at 9th-12th level, 5 at 13th-16th level, and 6 beyond that.)

 

Combat head regrowth

 

you can use a bonus action to sacrifice 1 hit dice to regrow 2 heads (you cannot exceed your maximum headcount.(which for a reminder is equal to your proficiency bonus))

 

Reactive heads

 

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

 

Wakeful

 

Wakeful. While you sleep, at least one of your heads stays awake. (as long as you have at least 2 heads alive)

 

Bite

 

Your fanged maws are natural weapons. If you hit with it, you deal 1d4 piercing damage for each head

 

 at level 5 you can also bite as a bonus action.

 

if you bite as a reaction you deal 1d4 on a hit.

 

flamable

 

your lineage from hydras has manifested their weakness to flame in a different yet similar way.

 

Monstrus instincts

 

You gain proficiency with one of the following skills of your choice: Intimidation, or Perception

 

Triple Crunch

 

Roll a 3d6 + strength modifier to bite with all 3 heads and deal piercing damage, or you can roll a 1d6 + strength modifier to bite with 1 head, and biting with 1 head does not use up an action however bite with 2 or 3 heads does.

 

Acid Spray

 

At level 3) all 3 heads open their jaws and unleash skin-melting acid ( you have to eat to use this ability and you can eat during combat but it will use your action). Roll a 3d6 + 3 to spit up sticky slim-like acid ( remember 1 head does 1d6 +1 so 2 heads do 2d6 + 2 and 3 heads do 3d6 + 3 so you can attack multiple targets with each head or focus on one target for maximum damage), the target has to make a strength-saving throw 15 or higher to get out of the slim acid. If failed the target takes 2d6 acid damage, can't move, and has a disadvantage on his or her saving rolls except for d20 rolls. This attack hits up to 50 feet and you must roll a d20 for each head.

 

Immunity to Acid

 

You have immunity to acid.

 

Aware Heads

 

You have proficiency in the Perception skill.

 

Vortex jets

 

You can use your bonus action to exhale extremely fast jets of water. When you use your water breath, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 10 + your Constitution modifier + your proficiency bonus. A creature takes 3d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d8 at 6th level, 5d8 at 11th level, and 6d8 at 16th level. After you use your water breath, roll 2d6 to determine whether or not you can use it again at the beginning of your next turn. 6 or lower you are unable to use your water breath. 7 or higher, and it's regained.

 

An Extra Bite

 

At level 7 one of your heads has the ability to perform on its own whilst in combat, allowing for it to take a bite attack (1d10 + 5 damage / + 5 to hit.) At level 13 both heads gain this ability, granting for two bite attacks in a single round. (At level 15 the damage increases to 2d10 + 5, and at level 18 it increases to 3d10 + 5.)

 

Regenerative

 

You can use a action to regain 1d12 + your constitution modifier hitpoints. After you use this trait you cannot use it again before you have finished a short or long rest. In addition, if you lose a body part it will passively regenerate in 1d12 number of days.

 

Tail

 

As a demi-hydra, you can use your tail as it was another appendage. You may use it to make unarmed strikes and pick up objects and activating levers and so on and so forth.

 

Natural Weapons

 

Your constricting serpentine body as well as each of your fanged maws are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d4 + your Strength modifier, and the target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or become grappled. Until this grapple ends, your speed is 0 and you can’t constrict another target. At the start of your turn, while you are constricting a target, you can use your bonus action to squeeze, dealing damage equal to your Strength modifier.

 

Lunging Jaws

 

In battle, your flexible body allows you to lash out at your enemies. As a bonus action, you can make an attack with your bite. This attack has a reach of 10 feet. If the attack hits, it deals its normal damage. You can use this trait once, and must then finish a short or long rest to use it again.

 

Serpentine

 

Your serpentine body lets you swiftly right yourself. When you are prone, standing up uses only 5 feet of your movement.

 

Additional Head Rules

 

Hit Dice: Additional head adds +2 HD to the Base players total

 

AC: Additional head adds +1 Natural armour bonus.

 

Abilities: Additional head adds+2 Con.

 

Special Qualities: Additional heads have dark-vision range of 90 ft.

 

Skills: Additional head gives +2 racial bonus on Listen, Search, and Spot checks. Gain additional skill points for its extra Hit Dice as normal for its type.

 

Feats: Improved Initiative and Combat Reflexes as bonus feats, provided that it does not already have them. The players gain additional heats for its Hit Dice as appropriate for its type.

 

Poisonous blood

 

Your blood is filled with deadly poisons. Most others do not effect you and if yours were to spill on any surface, it would become poisonous or poisoned if it were a creature.

 

Amphibious

 

You can breathe air and water for 30 minutes to an hour.

 

Deep Sea Creature

 

Adapted to even the most extreme ocean depths, you have resistance to cold damage.

 

Languages

 

You can speak, read, and write Common and Draconic.

 

 

 

 

 

 

Demi Hydra Traits

Poisonous blood

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