/home/explore/monsters/hydra

Hydra

actions:
  • Multiattack

    The hydra makes as many bite attacks as it has heads.

    options:
    choose:

    1

    from:
      • Bite

        count:

        Number of Heads

        type:

        melee

  • Bite

    Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

    attack bonus:

    8

    damage:
    • 1d10+5

      Piercing

alignment:

unaligned

armor class:

15

challenge rating:

8

charisma:

7

constitution:

20

dexterity:

12

hit dice:

15d12

hit points:

172

intelligence:

2

proficiencies:
  • Skill: Perception

    value:

    6

senses:
darkvision:

60 ft.

passive perception:

16

size:

Huge

special abilities:
  • Hold Breath

    The hydra can hold its breath for 1 hour.

  • Multiple Heads

    The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

    Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

    At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

  • Reactive Heads

    For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

  • Wakeful

    While the hydra sleeps, at least one of its heads is awake.

speed:
swim:

30 ft.

walk:

30 ft.

strength:

20

type:

monstrosity

wisdom:

10

© 2020 David Jones · uses the D&D 5th Edition API Database · source