Hydra
Hydra, CR 8
STR
19
+5
DEX
13
+1
CON
19
+5
INT
2
-4
WIS
10
+0
CHA
6
-2
Special Abilites
Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on Wisdom (Perception) checks and saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever the 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 hydra regains 10 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 Attack: 1d20+8 to hit, reach 10 ft., one target. Hit: 10 ( 1d10+5 ) Piercing Damage.
Legendary Actions
The hydra can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The hydra regains spent epic actions at the start of its turn. Bite Attack. The hydra makes one bite attack. Rear and Stomp (Costs 2 Actions). The hydra rears up on its hind legs and then slams its front feet down. All creatures within 15 feet take 4d6 Thunder Damage and must succeed on a DC 14 Dexterity saving throw or be knocked Prone.
Comments