Hydronian, 2nd Variant (5e Race)

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"Like a Dragonborne, only not really..." -Rozen Mozfel Tigerscorn, Royal 'Scholar'

Physical Description[edit]

Hydronian's average 5 to 6 feet tall at the shoulder with necks around 2 and a half to three feet long putting them at an average of 9 foot tall. They have scales ranging from a Dark Brown to light green. Unlike their bestial cousins when a Hydronian's head is severed it takes near a full day to regrow and will only regrow the missing head instead of two new heads. Instead a Hydronian hatch from their eggs with two heads and as they age they gain more, though never more than four.


Hydronian's, created in a ritual gone wrong due to a Wild Magic Sorcerer. The casters had intended to become Dragons, or at the very least Half-Dragons, but not everything can go to plan. The Sorcerer who was among them had their magic go wild during the ritual and caused it to latch on to the closest creature that could match the spells 'Dragon' condition and split it to pieces to fuse with the mages.


Hydronian's tend to live in large nomadic community's and tend to be to Lizardfolk as Orcs are to Humans.

Hydronian Names[edit]

Hydronian name's tend to be strung together in Draconic with one name per head and no distinction between gender

Example: Throden Mirik Darastrix

Hydronian Traits[edit]

{{5e Racial Traits

|abilities=Your Constitution score increases by 2 and your Strength or Wisdom score increases by 1.

|age=Hydronian's reach maturity around the age of 13 but can live up to 300 years old

|alignment=Due to their decendancey from Hydras Hydronian's tend to lean towards neutral alignments, but a fair amount of them tend to have a rather bad habit of eating other sapience and each other.


|speed=Your base walking speed is 25 feet and you have a swimming speed of 30.

Darkvision You have Darkvision out to 60ft

Hold Breath You can hold your breath for up to 20 minutes at a time.

Two Headed While you have more than one head you have Advantage on saving throws against being Blinded, Deafened, or Knocked Unconscious.

Three Headed At level 8, 9, or 10 (at your DM's discretion) you grow a third head and have Advantage on saving throws against being Charmed, Frightened, or Stunned while you have three heads.

Four Headed At level 20 if both your Str and Con are at 18 or higher you grow a fourth head and (at your DM's discretion) gain Multiattack with your Bite Attack.

Reactive Heads You have an extra reaction per head -1 that can only be used for opportunity attacks

Bite You have a natural bite that deals 1d6 + your Str mod piercing damage.

Wakeful While you sleep you can choose to keep one of your heads awake |languages= You can speak, read, and write Common and Draconic.

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