Hydra Source: Theros Bestiary, Vol. X "name": "Hydra" "size": "Huge" "type": "monstrosity" "alignment": "Unaligned" "ac": !!int "15" "hp": !!int "165" "hit_dice": "15d12 + 75" "modifier": !!int "1" "stats": - !!int "20" - !!int "12" - !!int "20" - !!int "2" - !!int "10" - !!int "7" "speed": "30 ft., swim 30 ft." "skillsaves": - "name": "[Perception](/Compendium/rules/skills.md#Perception)" "desc": "+6" "senses": "[blindsight](/Compendium/rules/senses.md#Blindsight) 0 ft., passive Perception\ \ 10" "languages": "" "cr": "10" "traits": - "desc": "The hydra can hold its breath for 1 hour." "name": "Hold Breath" - "desc": "The hydra has three **hydra heads**. Each head is a separate creature.\ \ 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. The hydra's heads are friendly to one another. Its\ \ heads are attached to its body by 10-foot necks. To determine which type of\ \ head the hydra grows, roll a d20. 1: The head doesn't regrow this turn. Roll\ \ an extra time next turn. 2-13: **hydra head** 14-17: **ravenous brute head**\ \ 18: **savage vigor head** 19: **snapping fang head** 20: **shrieking titan\ \ head**" "name": "Hydra Heads" "actions": - "desc": "Roll a d20. 1-3: **_Disorienting Glower._** On its next turn, as its\ \ action, one of the hydra's heads casts a disorienting glower at a non-head\ \ creature. That creature must succeed on a DC 10 Wisdom saving throw or become\ \ frightened of the hydra and its heads for 1 minute. 4-6: **_Distract the Hydra._**\ \ If there is a corpse within 60 feet of the hydra, the hydra moves up to its\ \ speed toward the corpse. Each of its heads has a 50% chance of spending its\ \ next turn eating that corpse. 7: **_Grown from the Stump._** If the hydra\ \ would grow any heads this turn, it grows one additional head. 8: **_Hydra's\ \ Impenetrable Hide_** If any of the hydra's heads would be reduced to 0 Hit\ \ Points before the hydra's next turn, it is reduced instead to 1. 9: **_Neck\ \ Tangle._** If the hydra has at least five heads, two of them become grappled\ \ by one another's necks, escape DC 17 Strength. While tangled, those heads\ \ can't move more than 5 feet from one another. 10: **_Noxious Hydra Breath._**\ \ The hydra exhales a poison gas, and each head that isn't incapacitated deals\ \ 5 necrotic damage to any non-head creature within 5 feet of that head. 11:\ \ **_Strike the Weak Spot._** Immediately after the hydra's turn ends, up to\ \ one damaged head falls off the hydra and dies. If it was an elite head, the\ \ hydra immediately takes an additional turn. 12-14: **_Swallow the Hero Whole._**\ \ Until the hydra's next turn, the next successful bite attack a head makes\ \ against a Medium or smaller target causes that head to swallow that target.\ \ The swallowed target is blinded and restrained, it has total cover against\ \ attacks and other effects outside the hydra, and it takes 10 (3d6) acid damage\ \ at the start of each of the hydra's turns. The hydra can have only one target\ \ swallowed at a time. If the hydra dies, a swallowed creature is no longer\ \ restrained by it and can escape from the corpse using 10 feet of movement,\ \ exiting prone. 15-16: **_Torn Between Heads._** Until the hydra's next turn,\ \ whenever a head bites a creature, it grapples that creature (escape DC 15).\ \ If two or more heads grapple the same creature, that creature takes 1d6 piercing\ \ damage per head that is grappling it each time a new head grapples it. The\ \ grapple ends at the start of the hydra's next turn. 17-20: **_Unified Lunge._**\ \ All the hydra's heads make a bonus bite action simultaneously if possible." "name": "Unpredictable" - "desc": "Until its next turn, the hydra and its heads have immunity to all damage." "name": "Indestructible Skin" "source": - "TBVX"