Dreadmire Hydra (Corebound Awakening Supplement)

From D&D Wiki
Jump to navigation Jump to search

Dreadmire Hydra[edit]

Huge mana beast, unaligned


Armor Class 17 (natural armor)
Hit Points 63 (6d12 + 24)
Speed 30 ft, swim 30 ft


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 6 (-2) 16 (+3) 8 (-1)

Proficiency Bonus +3
Senses passive Perception 13
Languages


SHP = 112

MP (Mana Points) = 40

Mana Core: Dormant Plant & Water Aspect. Can cause roots and vines to erupt from terrain, restraining enemies or forming barriers and can manipulate swamp water and fog to hinder, obscure, or flood terrain.

Hydra Regrowth. At the start of each of its turns, the Dreadmire Hydra regains 10 SHP if it has at least 1 DHP remaining.

Swampborn. The hydra has advantage on all saving throws against poison, disease, and being restrained.

Fivefold Fury. Can make up to 5 bite attacks per turn, each from a separate head (targets may be repeated).

Minor Spellcasting. Can cast sells up to 3 difficulty.

Actions

Bite (Multiattack). Melee Attack: +9 to hit, reach 10 ft, one target per head. Hit: 16 (2d10 + 5) piercing damage.

Tangle Slam (Recharge 5–6). Slams all five heads into the ground, causing roots and water to explode in a 15 ft radius. Creatures in the area must succeed a DC 17 Dexterity saving throw or take 22 (4d10) bludgeoning + piercing damage and become restrained by mud and roots.

Core Drop: 20% for the core to survive the death of the monster, if it does not survive it shatter, it pushes anyone who is in 5 ft of it 5 ft back and makes them prone. Anyone who is in 5 ft from the core on shattering regains half of the max MP the core has and anyone in 10 ft a quarter.



0.00
(0 votes)

Back to Main Page5e HomebrewCampaign SettingsCorebound Awakening