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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