Lernaean Hydra (5e Creature)

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Lernaean Hydra[edit]

Gargantuan monstrosity, neutral evil


Armor Class 22 (natural armor)
Hit Points 314 (17d20 + 136)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 26 (+8) 15 (+2) 18 (+4) 20 (+5)

Saving Throws Dex +7, Con +14, Wis +10, Cha +11
Skills Intimidation +11, Perception +10
Proficiency Bonus +6
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, petrified, poisoned
Senses darkvision 120 ft., truesight 120 ft., passive Perception 20
Languages Abyssal, Common, Draconic, Infernal, telepathy 120 ft.
Challenge 20 (25,000 XP)


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

Legendary Resistance (3/Day). If the hydra fails a saving throw, it can choose to succeed instead.

Multiple Heads. The hydra has six heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, 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 hydra deals double damage to objects and structures.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

ACTIONS

Multiattack. The hydra can use its Frightful Presence. It then makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +15 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 hydra can grapple as many creatures as it has heads.

Head Fling. One Large or smaller object held or creature grappled by the hydra is thrown up to 60 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 saving throw or take the same damage and be knocked prone.

Swallow. The hydra makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hydra, and it takes 21 (6d6) acid damage at the start of each of the hydra's turns.
If the hydra takes 30 damage or more on a single turn from a creature inside it, the hydra must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate 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.


LEGENDARY ACTIONS

The hydra 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 hydra 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). The hydra exhales a cloud of sickly green vapor in a 60-foot cone. The cone spreads around corners and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
A creature that starts its turn in the vapor or moves into the vapor for the first time on its turn must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 many-headed 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 lernaean 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 lernaean hydra's body is roughly 80 feet from the tip of its heads to the tip of its tail, and weighs about 75 tons.

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