Page 191 - D&D Bestiary
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HYDRA
              The hydra is a reptilian horror with a crocodilian body   Huge monstrosity, unaligned
              and multiple heads on long, serpentine necks. Although
              its heads can be severed, the hydra magically regrows   Armor Class 15  (natural armor)
             ' them in short order. A typical specimen has five heads.   Hit Points 172 (15d12 + 75)
               At the dawn of time, Tiamat, the Queen of Evil   Speed 30ft., swim 30ft.
              Dragons, slew a rival dragon god named Lernaea and
              cast her blood across the multiverse. Each drop that fell   STR   DEX   CON   INT   WIS   CHA
              upon a world spawned a multi-headed hydra consumed   20  (+5)   12 (+1)   20  (+5)   2 (-4)   10  (+0)   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
              fearsome creatures.                              Senses darkvision 60ft., passive Perception 16
                                                                Languages -
               Everlasting Hunger. A rapacious and gluttonous
                                                               Challenge 8 (3,900 XP)
              monster, a hydra snatches and tears ~part its prey in a
              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  unconscious.
               Hardy Water DweJJers. 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 fire damage
              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
                                                                Reactive Heads.  For each head the hydra has beyond
              awake and alert, making the creature difficult to catch
                                                               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 10ft., one target.
                                                                Hit: 10 (1d10 + 5)  piercing damage.


































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