Laernean Hydra (5e Creature)
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Gargantuan monstrosity, neutral evil
Saving Throws Dex +7, Con +14, Wis +10, Cha +11
Hold Breath. The laernean hydra can hold its breath for 1 hour.
Legendary Resistance (3/Day). If the laernean hydra fails a saving throw, it can choose to succeed instead.
Multiple Heads. The laernean hydra has six 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 50 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 20 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.
Siege Monster. The laernean hydra does double damage to objects and structures.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Multiattack. The laernean hydra can use its Frightful Presence. It then makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 11 (2d10) poison damage. If the target is a large or smaller creature it is grappled (escape DC 20). The laernean hydra can grapple as many creatures as it has heads.
Head Fling. One large or smaller object held or creature grappled by the laernean hydra is thrown up to sixty feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity save or take the same damage and be knocked prone.
Swallow. If the laernean has a medium or smaller creature grappled, it can swallow the creature whole, ending the grapple. If it has a creature in it’s mouth, it must swallow that creature before attempting to swallow another. It can swallow no more than six creatures at a time. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside of the hydra, and it takes 21 (6d6) acid damage at the start of each of the hydra’s turns. If the hydra takes 15 damage or more on a single turn from creatures inside it, the Hydra must succeed on a DC 25 Constitution save at the end of that turn or regurgiate all swallowed creatures, which fall prone in a space within 10 feet of the hydra. If the hydra dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Frightful Presence. Each creature of the hydra's choice that is within 120 feet of the hydra and aware of it must succeed on a DC 23 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 can take 3 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 regains spent legendary actions at the start of its turn.
Detect. The hydra makes a Wisdom (Perception) check.
Bite. The hydra makes a bite attack.
Miasma Cloud (Costs 2 Actions). From the mouths of the Hydra issues forth a sickly green vapor that hangs thickly in the air. Upon settling the next round, the miasma cloud has a radius of 100 feet surrounding the Hydra and obscures vision like a fog cloud spell. The Hydra itself is not affected by the vision-impairing effect of its own miasma. Furthermore, there's a chance that on the start of each turn, a creature will see a hallucinatory silhouette within the miasma that he must disbelieve with a DC 18 Wisdom (Insight) saving throw or perceive as an enemy. Any creature within the area of the miasma cloud must make a successful DC 20 Constitution saving throw or be poisoned for one minute. The miasma cloud can be partially or fully dispersed by strong winds, such as a gust of wind. A storm or weather effect with similarly strong winds will disperse the miasma cloud outright.
A legendary beast created by the Gods for some nefarious purpose, the hydra has spoken to the imagination of countless mortals. A monster possessing overflowing vitality, endlessly regrowing as long as just one of its heads remains. Poison strong enough to induce hallucinations, a frightful presence that can make a man drop dead from fear, and a massive body that few blades can pierce. This manyheaded gigantic beast bears some similarities to dragons and serpents, and is rumored to have its origins within a lake called Lerna that is said to contain a passage to the lower planes.
A Lernean Hydra ravenously assaults anything within its territory, softening up threats with its poisonous miasma cloud and then going in to devour them with its heads.
A Lernean Hydra's body is roughly 80 feet from the tip of its heads to the tip of its tail, and weighs about 75 tons.