THE SHARED REFERENCE Adventurer

Monster

Dracohydra

Outside your table’s allowed sources

Official reference · FTD · 2014

Creature type
Monstrosity
Size
Huge
Armor class
17 (natural armor)
Hit points
218 (19d12 + 95)
Speed
Walk 30 ft., Swim 30 ft., Fly 30 ft.
Challenge rating
11
Alignment
Chaotic Evil
Strength
20
Dexterity
12
Constitution
20
Intelligence
6
Wisdom
12
Charisma
12
Passive Perception
19
Skills
perception: +9
Senses
darkvision 60 ft.
Languages
understands Draconic but can't speak

Traits

Multiple Heads

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

Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.

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

Reactive Heads

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

Wakeful

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

Actions

Multiattack

The dracohydra makes as many Bite attacks as it has heads.

Bite

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.

Prismatic Breath (Recharge 4–6)

The dracohydra's heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

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