Base Class: Warlock
A False Hydra is a sinister and enigmatic creature that lurks in the shadows of Dungeons and Dragons campaigns, weaving its influence through deception and manipulation. It appears as a twisted hybrid of a serpent and a humanoid, with serpentine features dominating its form. What makes the False Hydra truly terrifying is its ability to erase itself from the memories of those it preys upon, as well as the memories of those around them. Victims of the False Hydra find themselves forgetting loved ones, important events, and even the existence of the creature itself, as if their memories have been surgically excised. Only those with keen perception and a strong will can pierce through the veil of its illusion and confront the creature lurking beneath. The False Hydra's lair is often a labyrinth of forgotten memories and twisted perceptions, where reality bends to its will, making it a formidable and memorable foe for adventurers brave enough to face it.
Expanded Spell List
The False Hydra lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
False Hydra Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Siren’s Song
At first level, as a bonus action on your turn, you can begin a subsonic siren’s song that lasts for 1 minute. All creatures that can hear you, within a range of 10 times your proficiency bonus suffer disadvantage on any saving throw against any spell or magical effect that charms a creature or can cause one of the following effects: Charmed, Frightened, Incapacitated, Unconscious, Petrified, or Paralyzed. You can use this feature a number of times per day equal to your proficiency bonus and regain all expended uses on a long rest. A creature that covers its ears or is otherwise deafened is immune to this effect. Creatures with either the “Keen Hearing”or “Echolocation” feature (such as a wolf or a bat) are considered half the distance away for determining whether they are in range of this feature, and cannot gain immunity to this effect unless they are completely deafened (At DM’s discretion a similar feature such as the Elf’s Keen Senses can fulfill this).
Blind Song
At level 6, while your siren song is active: when another creature that is under the effect of your siren song starts its turn, You can use your reaction to force that creature to make a wisdom saving throw against your spell save dc. On a failure, that creature temporarily forgets that you exist. Until the start of that creature’s next turn, that creature cannot target you. On a success, that creature becomes immune to this ability for 24 hours. This ability is considering a charm effect for the purpose of siren song and for any abilities that defend against charms. The DM is at discretion to decide what this effect means for the creature’s behavior. A particularly intelligent creature may figure out that something is awry and behave accordingly.
Unseen Monstrosity
At 10th level, you gain the Shroud of Shadow eldritch invocation, ignoring the level requirement. This does not count towards your number of invocations known.
Heads of the False Hydra
At 14th level, when you finish a long rest, roll 1d4. You grow a number of additional heads equal to the result, up to a maximum of 4 additional heads. As long as you have at least 1 additional head, you can concentrate on one additional spell. While concentrating on 2 spells in this manner you have disadvantage on checks made to maintain concentration. If you lose concentration as a result of taking damage, or take an amount of damage greater than or equal to your max health divided by 5 (rounded down), you lose one of your additional heads.
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