Hydra¶
We're still working on the lore for this creature, but the stats are ready to go!
Hydra Statblocks¶
Hydra¶
Hydra
Summoned with Foe FoundryHuge Monstrosity (Fiend*, Hydra)
AC 16 Initiative +5 (15)
HP 178 (17d12 + 68)
Speed 40 ft., swim 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 20 | +5 | +5 |
Dex | 14 | +2 | +2 |
Con | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 10 | +0 | +0 |
Wis | 12 | +1 | +1 |
Cha | 9 | -1 | -1 |
Skills Perception +7
Resistances Acid
Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses Darkvision 60 ft., Passive Perception 17
CR 8 (3,900 XP; PB +3)
Traits
Mindfire (Disease). This creature can inflict the Mindfire disease: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
Multi-Headed. The hydra has five heads. It can make as many Opportunity Attacks as it has heads.
Regrowth. At the start of its turn, if the hydra's Severed Head reaction triggered last turn, it heals 20 hitpoints. If it healed, it generates two new heads.
Actions
Multiattack. The hydra makes one attack for each of its heads It may replace two attacks with a use of its Toxic Breath.
Flesh-Dissolving Bites. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and 2 (1d4) acid damage. The attack deals an additional 5 (2d4) acid damage if the target is at or below half-health.
Toxic Breath (Recharge 5-6). The hydra exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 17 (5d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Mindfire.
Reactions (One Per Head)
Severed Head. When the hydra takes 20 or more damage from an attack, one of its heads is severed. Each other creature in a 20 foot emanation must make a DC 16 Dexterity saving throw, taking 17 (7d4) acid damage on a failed save. The hydra may use its Regrowth ability at the start of its next turn.
Foulblood Hydra¶
Foulblood Hydra
Summoned with Foe FoundryHuge Monstrosity (Fiend*, Hydra)
AC 18 Initiative +10 (20)
HP 287 (23d12 + 138)
Speed 40 ft., swim 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +10 |
Dex | 14 | +2 | +2 |
Con | 22 | +6 | +10 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 12 | +1 | +5 |
Cha | 9 | -1 | -1 |
Skills Perception +9
Resistances Acid
Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses Darkvision 60 ft., Passive Perception 19
CR 12 (8,400 XP; PB +4)
Traits
Black Blood. When the hydra takes piercing or slashing damage, it splashes nearby creatures with black ichor. Each non-demon creature within 10 feet takes 4 Acid damage and its movement speed is halved until the end of its next turn. This ability activates only once per turn.
Multi-Headed. The hydra has five heads. It can make as many Opportunity Attacks as it has heads.
Regrowth. At the start of its turn, if the hydra's Severed Head reaction triggered last turn, it heals 20 hitpoints. If it healed, it generates two new heads.
Legendary Prowess (3/day). The hydra can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 15 force damage.
Actions
Multiattack. The hydra makes one attack for each of its heads.
Flesh-Dissolving Bites. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) piercing damage and 2 (1d4) acid damage. On a hit, the target is Grappled (escape DC 16).
Tear Apart. The hydra rips at a target it is grappling, releasing the grapple. The creature must make a DC 16 Strength saving throw, taking 44 (8d10) slashing damage on a failure and half as much on a success. If this damage reduces a creature to 0 hit points, it dies and is torn in half.
Flesh Melting Breath (Recharge 5-6). The hydra breathes acid in a 60 ft cone. Each creature in the area must make a DC 18 Dexterity save. On a failure, the creature takes 40 (9d8) acid damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [10 (4d4) acid]. While burning this way, the creature is also Poisoned. A burning creature suffers 10 (4d4) ongoing acid damage at the end of each of its turns. A creature may use an action to end the condition.
Bonus Actions
Cursed Wounds. Immediately after hitting with an attack, the hydra converts all of that attack's damage to necrotic damage and forces the target to make a DC 18 Charisma save. On a failure, the target is cursed and its maximum hit points are reduced by the necrotic damage taken. The target dies and reanimates as a Zombie under the control of the hydra if this damage leaves it with 0 hit points.
Reactions (One Per Head)
Severed Head. When the hydra takes 20 or more damage from an attack, one of its heads is severed. Each other creature in a 20 foot emanation must make a DC 18 Dexterity saving throw, taking 20 (8d4) acid damage on a failed save. The hydra may use its Regrowth ability at the start of its next turn.
Legendary Actions (3)
Charge. The hydra moves up to half its speed and makes an Flesh-Dissolving Bites attack.
Flesh Melting Breath. The hydra uses or attempts to recharge its Flesh Melting Breath ability. It can't take this action again until the start of its next turn.
Replenish. The hydra gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.