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Hydra                                              Hyena

             Huge monstrosity, unaligned                        Medium beast, unaligned
             Armor Class 15 (natural armor)                     Armor Class 11
             Hit Points 172 (15d12 + 75)                        Hit Points 5 (1d8 + 1)
             Speed 30 ft., swim 30 ft.                          Speed 50 ft.

                STR   DEX    CON      INT    WIS    CHA            STR   DEX    CON      INT    WIS    CHA
               20 (+5)   12 (+1)   20 (+5)   2 (−4)   10 (+0)   7 (−2)    11 (+0)   13 (+1)   12 (+1)   2 (−4)   12 (+1)   5 (−3)

             Skills Perception +6                               Skills Perception +3
             Senses darkvision 60 ft., passive Perception 16    Senses passive Perception 13
             Languages —                                        Languages —
             Challenge 8 (3,900 XP)                             Challenge 0 (10 XP)

             Hold Breath. The hydra can hold its breath for 1 hour.  Pack Tactics. The hyena has advantage on an attack roll
                                                                against a creature if at least one of the hyena’s allies is within
             Multiple Heads. The hydra has five heads. While it has more   5 feet of the creature and the ally isn’t incapacitated.
             than one head, the hydra has advantage on saving throws
             against being blinded, charmed, deafened, frightened,   Actions
             stunned, and knocked unconscious.
               Whenever the hydra takes 25 or more damage in a single   Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
             turn, one of its heads dies. If all its heads die, the hydra dies.   Hit: 3 (1d6) piercing damage.
               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.                     Jackal
                                                                Small beast, unaligned
             Reactive Heads. For each head the hydra has beyond
             one, it gets an extra reaction that can be used only for   Armor Class 12
             opportunity attacks.                               Hit Points 3 (1d6)
                                                                Speed 40 ft.
             Wakeful. While the hydra sleeps, at least one of its
             heads is awake.                                       STR   DEX    CON      INT    WIS    CHA
                                                                  8 (−1)   15 (+2)   11 (+0)   3 (−4)   12 (+1)   6 (−2)
             Actions
             Multiattack. The hydra makes as many bite attacks as   Skills Perception +3
             it has heads.                                      Senses passive Perception 13
                                                                Languages —
             Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.   Challenge 0 (10 XP)
             Hit: 10 (1d10 + 5) piercing damage.
                                                                Keen Hearing and Smell. The jackal has advantage on
            The hydra is a reptilian horror with a crocodilian body   Wisdom (Perception) checks that rely on hearing or smell.
            and multiple heads on long, serpentine necks. Although
                                                                Pack Tactics. The jackal has advantage on an attack roll
            its heads can be severed, the hydra magically regrows
                                                                against a creature if at least one of the jackal’s allies is within
            them in short order.
                                                                5 feet of the creature and the ally isn’t incapacitated.
                                                                Actions
                                                                Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
                                                                Hit: 1 (1d4 – 1) piercing damage.




















                                                                                           Chapter 12: Monsters
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