THE SHARED REFERENCE Adventurer

Monster

Hydra

Outside your table’s allowed sources

Official reference · PSK · 2014

Creature type
Monstrosity
Size
Huge
Armor class
15 (natural armor)
Hit points
172 (15d12 + 75)
Speed
Walk 30 ft., Swim 30 ft.
Challenge rating
8
Alignment
Unaligned
Strength
20
Dexterity
12
Constitution
20
Intelligence
2
Wisdom
10
Charisma
7
Passive Perception
16
Skills
perception: +6
Senses
darkvision 60 ft.

Traits

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.

Actions

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 (1d10 + 5) piercing damage.

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