Page 238 - Monster Manual Expanded III Dragonix
P. 238
Thessalhydra one, it gets an extra reaction that can be used only for opportunity
attacks. The thessalhydra can only use its Serpent Bite attack for
Huge monstrosity, unaligned
these extra opportunity attacks.
Wakeful. While the thessalhydra sleeps, at least one of its heads is
Armor Class 15 (natural armor)
awake.
Hit Points 207 (18d12 + 90)
Actions
Speed 30 ft., swim 30 ft.
Multiattack. The thessalhydra makes as many Serpent Bite attacks
STR DEX CON INT WIS CHA
as it has serpent heads. It then makes two additional attacks: one
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
with its Maw and one with its Tail Pincer.
Skills Perception +8 Serpent Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Immunities acid, poison Hit: 3 (1d6) piercing damage plus 3 (1d6) poison damage.
Condition Immunities poisoned
Maw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 18
Hit: 18 (3d8 + 5) piercing damage and if the target is a creature, it
Languages ---
must succeed on a DC 17 Constitution saving throw or take 17 (5d6)
Challenge 12 (8,400 XP) Proficiency Bonus +4
acid damage. On a successful save, the target takes half as much
damage.
Hold Breath. The thessalhydra can hold its breath for 1 hour.
Tail Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Multiple Serpent Heads. The thessalhydra has eight serpent
Hit: 14 (2d8 + 5) bludgeoning damage and if the target is a Large
heads. While it has more than one serpent head, the thessalhydra
or smaller creature, it is also grappled (escape DC 17). Until this
has advantage on saving throws against being blinded, charmed,
grapple ends, the target is restrained, and the thessalhydra can't use
deafened, frightened, stunned, and knocked unconscious. its tail pincer attack on another target.
Whenever the thessalhydra takes 10 or more damage in a single
turn, one of its serpent heads dies. Spit Acid (Recharge 5-6). The thessalhydra spits a gob of acid at
At the end of its turn, it grows two serpent heads for each of its a point it can see within 60 feet of it. Each creature within 10 feet
serpent heads that died since its last turn, unless it has taken fire of that point must make a DC 17 Dexterity saving throw, taking 54
or acid damage since its last turn. The thessalhydra regains 10 hit (12d8) acid damage on a failed save, or half as much damage on a
points for each serpent head regrown in this way. successful one.
Reactive Heads. For each serpent head the thessalhydra has beyond
Thessalhydra
The thessalhydra is a massive creature with a reptilian body
covered in shiny deep green scales and ocher yellow undersides.
Trailing from its rear is a 25-foot long tail that ends in sharp
pincers. In place of a head is a huge maw crowned by eight 7-foot
long serpentine heads.
Monstrous Attacks. The thessalhydra is a voracious carnivore,
preying on anything that moves that isn't bigger than itself.
Each serpentine head is venomous and is independent of the
thessalhydra and can attack on its own. Any creature caught in the
thessalhydra's crushing pincer tail will be dragged into its mouth,
where it will be torn to pieces by its circular rows of
jagged teeth. The thessalhydra's maw can also spit
out a gob of its acidic saliva to cover a 10-foot
diameter area at a range of 60 feet.
Swamp Dweller. The thessalhydra
is fond of dark and damp places
such as bayous, jungles, swamps,
flooded ruins, and underground
rivers. Its lair is usually littered
with half-melted scraps of armor,
weapons, and other remains. Those
that manage to capture young
thessalhydras can possibly
train them to become loyal
guardians.
237
Bestiary

