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Languages understands the languages of its creator but Wakeful. While the hydra sleeps, at least one of its
can’t speak heads is awake.
Challenge 0 (10 XP)
Actions
Telepathic Bond. While the homunculus is on the same Multiattack. The hydra makes as many bite attacks as
plane of existence as its master, it can magically convey it has heads.
what it senses to its master, and the two can Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
communicate telepathically. target. Hit: 10 (1d10 + 5) piercing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Monsters (I)
creature. Hit: 1 piercing damage, and the target must
succeed on a DC 10 Constitution saving throw or be
poisoned for 1 minute. If the saving throw fails by 5 or Invisible Stalker
more, the target is instead poisoned for 5 (1d10) Medium elemental, neutral
minutes and unconscious while poisoned in this way.
Armor Class 14
Hydra Hit Points 104 (16d8 + 32)
Speed 50 ft., fly 50 ft. (hover)
Huge monstrosity, unaligned
Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 172 (15d12 + 75) 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
Speed 30 ft., swim 30 ft. Skills Perception +8, Stealth +10
STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing, and
20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) slashing from nonmagical attacks
Damage Immunities poison
Skills Perception +6 Condition Immunities exhaustion, grappled, paralyzed,
Senses darkvision 60 ft., passive Perception 16 petrified, poisoned, prone, restrained, unconscious
Languages — Senses darkvision 60 ft., passive Perception 18
Challenge 8 (3,900 XP) Languages Auran, understands Common but doesn’t
speak it
Hold Breath. The hydra can hold its breath for 1 hour. Challenge 6 (2,300 XP)
Multiple Heads. The hydra has five heads. While it has
more than one head, the hydra has advantage on Invisibility. The stalker is invisible.
saving throws against being blinded, charmed, Faultless Tracker. The stalker is given a quarry by its
deafened, frightened, stunned, and knocked summoner. The stalker knows the direction and
unconscious. distance to its quarry as long as the two of them are on
Whenever the hydra takes 25 or more damage in a the same plane of existence. The stalker also knows the
single turn, one of its heads dies. If all its heads die, the location of its summoner.
hydra dies.
At the end of its turn, it grows two heads for each of Actions
its heads that died since its last turn, unless it has taken
fire damage since its last turn. The hydra regains 10 hit Multiattack. The stalker makes two slam attacks.
points for each head regrown in this way. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
opportunity attacks.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 323

