Hydra God (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Hydra God[edit]

Gargantuan monstrosity, chaotic evil

Armor Class 30 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., swim 80 ft.

30 (+10) 12 (+1) 30 (+10) 23 (+6) 30 (+10) 30 (+10)

Saving Throws Str +24, Dex +15, Wis +24
Skills Arcana +20, Perception +24
Proficiency Bonus +14
Damage Immunities force
Condition Immunities blinded, charmed, deafened, exhaustion, frightened
Senses darkvision 240 ft., truesight 120 ft., passive Perception 34
Languages Common, Infernal
Challenge 50 (1,220,000 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Innate Spellcasting (3/Day). The hydra can innately cast divine word (spell save DC 32). Its spellcasting ability is Charisma.

Legendary Resistance (5/Day). When the hydra fails a saving throw it can decide to succeed instead.

Magic Resistance. The hydra has advantage on saving throws against spells and other magical effects.

Magic Weapons. The hydra's weapon attacks are magical.

Multiple Heads. The hydra has ten heads. While it has more than one head, the hydra has advantage on saving throws against being stunned and knocked unconscious.
Whenever the hydra takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the start of its turn, it grows three heads for each of its heads that died since its last turn, unless it takes radiant damage on the same turn that one of its heads dies, in which case that head does not grow into more heads. The hydra regains 10 hit points for each head regrown in this way.

Prescient. The hydra cannot be surprised and always goes first in initiative order.

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

Regeneration. The hydra regains 30 hit points at the start of its turn if it has at least 1 hit point.

Siege Monster. The hydra deals double damage to objects and structures.


Multiattack. The hydra 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) piercing 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’s choice that is within 240 feet of the hydra 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 of 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's Frightful Presence for the next 24 hours.


The hydra 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 regains spent legendary actions at the start of its turn.

Bite. The hydra makes one bite attack.
Force Breath (Costs 3 Actions). Each of the hydra's heads exhales 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 has only one head, then it instead is a 120-foot line that is 10 feet wide. If the hydra 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 unrest.

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