Hydra

We're still working on the lore for this creature, but the stats are ready to go!

Hydra

Hydra Statblocks

Hydra

Hydra

Summoned with Foe Foundry

Huge 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 11 +0 +0
Cha 9 -1 -1

Skills Perception +6

Resistances Acid

Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious

Senses Darkvision 60 ft., Passive Perception 16

CR 8 (3,900 XP; PB +3)

Traits

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 Toss.

Flesh-Dissolving Bites. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and 2 (1d4) acid damage. On a hit, the target must make a DC 16 Constitution saving throw or become Poisoned until the end of its next turn.

Toss. The hydra attempts to toss a large or smaller creature within 5 feet. The creature must make a DC 16 Strength saving throw. On a failure, it takes 17 (5d6) bludgeoning damage and is thrown up to 25 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 16 Dexterity saving throw. On a failure, the other creature takes half the damage.

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.

Summon your own Hydra

Foulblood Hydra

Foulblood Hydra

Summoned with Foe Foundry

Huge 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 11 +0 +4
Cha 9 -1 -1

Skills Perception +8

Resistances Acid

Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious

Senses Darkvision 60 ft., Passive Perception 18

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 It may replace two attacks with a use of its Toss.

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 must make a DC 18 Constitution saving throw or become Poisoned until the end of its next turn.

Toss. The hydra attempts to toss a large or smaller creature within 5 feet. The creature must make a DC 18 Strength saving throw. On a failure, it takes 17 (5d6) bludgeoning damage and is thrown up to 30 feet and falls Prone. If the thrown creature collides with another creature, then that other creature must make a DC 18 Dexterity saving throw. On a failure, the other creature takes half the damage.

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.

Echo of Rage (2/day). Whenever a creature within 30 feet casts a spell, the hydra can use its reaction to howl in a rage. A distored, destructive version of the spell manifests as a hostile Shadow next to the caster and acts immediately next in initiative.

Legendary Actions (3)

Charge. The hydra moves up to half its speed and makes an Flesh-Dissolving Bites attack.

Replenish. The hydra gains 10 temporary hitpoints. It can't take this action again until the start of its next turn.

Summon your own Foulblood Hydra