Page 191 - Monster Manual [11th Print]
P. 191
HYDRA
The hydra is a reptilian horror with a crocodilian body HYDRA
Huge monstrosity, unaligned
and multiple heads on long, serpentine necks. Although
its heads can be severed, the hydra magically regrows Armor Class 1 5 (natural armor)
them in short order. A typical specimen has five heads. Hit Points 172 1 5 dl2 + 75)
(
At the dawn of time, Tiamat, the Queen of Evil Speed 30 ft., swim 30 ft.
Dragons, slew a rival dragon god named Lernaea and
cast her blood across the multiverse. Each drop that fell STR DEX CON I N T WIS CHA
upon a world spawned a multi-headed hydra consumed 20 (+5) 12 (+l) 20 (+5) 2 (-4) 10 (+O) 7 (-2)
by a hunger as great as the fallen god's hatred. Great
champions are known to test their mettle against these Skills Perception +6
1
fearsome creatures. Senses darkvision 60 ft., passive Perception 6
Languages -
Everlasting Hunger. A rapacious and gluttonous
monster, a hydra snatches and tears apart its prey in a Challenge 8 (3,900 XP)
frenzy of feeding. When a hydra has cleared a territory
of food and driven off any creatures smart enough to Hold Breath. The hydra can hold its breath for 1 hour.
avoid it, it moves on to seek its meals elsewhere. A Multiple Heads. The hydra has five heads. While it has more
hydra's hunger is so great that if it can't feed, it might than one head, the hydra has advantage on saving throws
turn against itself, its heads attacking each other as the against being blinded, charmed, deafened, frightened,
creature eats itself alive. stunned, and knocked n conscious.
u
Hardy W a ter Dwellers. Hydras are natural Whenever the hydra takes 25 or more damage in a single
swimmers, dwelling in rivers, along lakeshores, in turn, one of its heads dies. If all its heads die, the hydra dies.
ocean shallows, and in wetland bogs. A hydra rarely At the end of its turn, it grows two heads for each of its heads
requires shelter from the elements, so it doesn't that died since its last turn, unless it has taken r e damage
fi
normally have a lair. Only in colder climes are hydras since its last turn. The hydra regains 10 hit points for each head
drawn to the protection of sheltered caverns and ruins. regrown in this way.
When a hydra sleeps, at least one of its heads remains
awake and alert, making the creature difficult to catch Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
by surprise.
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.
Multiattack. The hydra makes as many bite attacks as it
has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (ldlO + 5) piercing damage.
HYDRA

