Hydra (Hi-dra)
HYDRA
The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks - often located near waterways around Esau. Hydra are said to have been born out of many Wyverns blood spilt in one place long ago.
Although its heads can be severed - the hydra magically regrows two in its place in short order (end of next turn).
The hydra usually has five heads (although a few as 4 to as many as 10 is not unusual). While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
HP of HEADS = Whenever the hydra takes 50 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 hydra regains 25 Hit Points for each head regrown in this way.
The serpentine necks of each of the hydra’s heads are greater than 10-feet long and have an attack reach that can attack anyone within ten feet of the hydra’s main body. Further, each head as 2 attacks - each can attack independently and has a separate reaction as well.
It will attack every opponent within reach with one head, and if it has one or more heads left over, it attacks its biggest opponent one more time, then its second-biggest opponent, and so on. Exception: Anytime an enemy does enough damage to cut off one of its heads, if two grow back in its place, both of those heads attack that enemy.
The heads of the hydra might be very similar in personality, or the heads might have different natures.
Although not very intelligent, Hydra have a few programmed instincts:-
1) To attack anyone wielding fire first.
2) Armored creatures are hard to eat.
3) Biting one creature until they are dead is better than biting lots of creatures stay alive and try to fight them.
When a hydra is seriously wound (reduced to 45 hp or fewer), it does retreat. It uses the Disengage action—not as a thoughtful tactic but as an instinct, snapping and feinting at its enemies with its jaws—and backs away to the nearest body of water. Upon reaching water, it dives deep and swims away.
Basic Information
Biological Traits
Huge Monstrosity
Armor Class = 15 (natural armor) - +1 for every head over 4; once has only 3 heads drops to 14; drops to 13 once has only 2 heads.
Hit Points = 225 (16d12 + 75)
Speed = 30 ft.; Swim = 60 ft.
STR = 20 (+5)
DEX = 14 (+2)
CON = 20 (+5)
INT = 4 (-3)
WIS = 12 (+1)
CHA = 2 (-4)
Skills: Perception = +6
Senses: Darkvision = 60 ft.; Passive Perception = 16;
Challenge 8 (3,900 XP)
Proficiency Bonus = +3
Initiative Bonus = +2
Hold Breath = The hydra can hold its breath for 1 hour.
Multiple Heads = The hydra usually has four or five 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 hydra takes 50 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 2 extra heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 25 hit points for each head regrown in this way.
Reactive Heads = For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful = While the hydra sleeps, at least one of its heads is awake.
Bite = Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Shove Attack = By sacrificing one of its bite attacks the Hydra can make a SHOVE ATTACK against one of its foes, knocking them down with a head and even try to trample them. This requires that the target be within movement range of the Hydra, and will toss them back, to land 15 feet away and prone. As the Hydra is usually at least two sizes larger than the target, it has ADVANTAGE on its Strength check.
In addition to the push, the attack should be given damage equal to 1d10+5 (normal bite attack) - also they must make a DC 10, or be Stunned until their turn in the next round.
Grapple = If a head grabs hold, the target is RESTRAINED. The head does automatic damage to the target each round, until they escape the grabble. When the targets total HP drops to zero, they are torn apart and die instantly.
The target is allowed Athletics and Dexterity checks at disadvantage to escape from a head each round.
Disengage = Bonus action; The Disengage action is a combat bonus action a creature can take to avoid opportunity attacks. By taking this action, a creature acts defensively as they move, preventing enemies from delivering any sudden strikes as the defender moves away from their foe.
Staggering roar = a throaty hum - deals 2d8 psychic damage. The target must also make a wisdom saving throw against your spell save DC. On a failure, it can't take reactions and has disadvantage on ability checks and attacks until the end of its next turn.
Thunderous roar = a low, deep rumbling thunder - deals 2d8 thunder damage - an audible thunder that anyone within 300 feet can hear. Additionally, the target must make a strength saving throw equal to your spell save DC, or be pushed 10 feet away from you and knocked prone.
Armor Class = 15 (natural armor) - +1 for every head over 4; once has only 3 heads drops to 14; drops to 13 once has only 2 heads.
Hit Points = 225 (16d12 + 75)
Speed = 30 ft.; Swim = 60 ft.
STR = 20 (+5)
DEX = 14 (+2)
CON = 20 (+5)
INT = 4 (-3)
WIS = 12 (+1)
CHA = 2 (-4)
Skills: Perception = +6
Senses: Darkvision = 60 ft.; Passive Perception = 16;
Challenge 8 (3,900 XP)
Proficiency Bonus = +3
Initiative Bonus = +2
Hold Breath = The hydra can hold its breath for 1 hour.
Multiple Heads = The hydra usually has four or five 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 hydra takes 50 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 2 extra heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 25 hit points for each head regrown in this way.
Reactive Heads = For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful = While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack = The hydra makes as many bite attacks as it has heads.Bite = Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Shove Attack = By sacrificing one of its bite attacks the Hydra can make a SHOVE ATTACK against one of its foes, knocking them down with a head and even try to trample them. This requires that the target be within movement range of the Hydra, and will toss them back, to land 15 feet away and prone. As the Hydra is usually at least two sizes larger than the target, it has ADVANTAGE on its Strength check.
In addition to the push, the attack should be given damage equal to 1d10+5 (normal bite attack) - also they must make a DC 10, or be Stunned until their turn in the next round.
Grapple = If a head grabs hold, the target is RESTRAINED. The head does automatic damage to the target each round, until they escape the grabble. When the targets total HP drops to zero, they are torn apart and die instantly.
The target is allowed Athletics and Dexterity checks at disadvantage to escape from a head each round.
Disengage = Bonus action; The Disengage action is a combat bonus action a creature can take to avoid opportunity attacks. By taking this action, a creature acts defensively as they move, preventing enemies from delivering any sudden strikes as the defender moves away from their foe.
Roars
The hydra can use each roar 3 times per day:- Frightful Roar = a high-pitched scream - deals 2d8 psychic damage - the creature must then make a Wisdom saving throw against your spell save DC. On a failure, it is frightened until the spell ends.Staggering roar = a throaty hum - deals 2d8 psychic damage. The target must also make a wisdom saving throw against your spell save DC. On a failure, it can't take reactions and has disadvantage on ability checks and attacks until the end of its next turn.
Thunderous roar = a low, deep rumbling thunder - deals 2d8 thunder damage - an audible thunder that anyone within 300 feet can hear. Additionally, the target must make a strength saving throw equal to your spell save DC, or be pushed 10 feet away from you and knocked prone.
Dietary Needs and Habits
These creatures are gluttons, and are constantly hungry. They are nomadic, eating their way through an area, destroying anyone that comes to challenge it, then moving on to another hunting ground. Their hunger is legendary, and in lean times they have even been known to snatch off one of their own heads to devour it.
Hydra rarely stop to rest or to sleep - usually one or more of the heads will sleep in shifts while the others control the body.
Hydra rarely stop to rest or to sleep - usually one or more of the heads will sleep in shifts while the others control the body.
Additional Information
Perception and Sensory Capabilities
All heads do not sleep at once.
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 hydra regains 25 Hit Points for each head regrown in this way.
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 hydra regains 25 Hit Points for each head regrown in this way.
Geographic Distribution
Related Myths
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