Hydra God (5e Creature)
Hydra God
Titan monstrosity, chaotic evil Armor Class 30 (Natural Armor)
Saving Throws Str +24, Dex +15, Wis +24 Hold Breath. The hydra god can hold its breath for 1 hour. Hydra God. The hydra god has complete control over all hydras unless another hydra god is created. Innate Spellcasting (3/Day). The hydra god can innately cast divine word (spell save DC 32). Its spellcasting ability is Charisma. Legendary Resistance (5/day). When the hydra god fails a saving throw it can decide to succeed instead. Magic Weapons. The hydra god's weapon attacks are magical. Magical Resistance. The hydra god has advantage on saving throws against spells and other magical effects. Multiple Heads. The hydra god has ten heads. While it has more than one head, the hydra god has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Prescient. The hydra god cannot be surprised and always goes first in initiative order. Reactive Heads. For each head the hydra god has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Regeneration. The hydra god regains 30 hit points at the start of its turn. Siege Monster. The hydra god deals double damage to objects and structures. ACTIONSMultiattack. The hydra god can use its Frightful Presence. It then makes as many bite attacks as it has heads, followed by a tail attack. Bite. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 32 (4dl0 + 10) slashing damage plus 14 (4d6) force damage. Tail. Melee Weapon Attack: +24 to hit, reach 45 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the hydra god’s choice that is within 240 feet of the hydra god and aware of it must succeed on a DC 32 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each o f its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hydra god's Frightful Presence for the next 24 hours.
LEGENDARY ACTIONSThe hydra god can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hydra god regains spent legendary actions at the start of its turn. Bite. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 32 (4dl0 + 10) slashing damage plus 14 (4d6) force damage. Force Breath (Costs 3 Actions). Each of the hydra god's heads breath pure magic energy combining into a 120-foot cone. Each creature in that area must make a DC 29 Dexterity saving throw, taking 14 (4d6) force damage for every head on a failed save, or half as much damage on a successful one. If the hydra god has only one head, then it instead is a 120-foot line that is 10 feet wide. If the hydra god uses Force Breath as a legendary action, it cannot do so again until the start of its next turn. |
This divine creature is what came of the culmination of hundreds of hydra souls condensed into a catalyst. Its white scales shimmer in the light, and its terrible presence shakes the world. Standing over 200 feet tall, the hydra god is a force to be reckoned. In the rare event that it comes to the Material plane, the world is inevitably thrown into chaos and direst. |
Back to Main Page → 5e Homebrew → Creatures