Lernaean Hydra (5e Creature)
Lernaean Hydra[edit]
Gargantuan monstrosity, neutral evil Armor Class 22 (natural armor)
Saving Throws Dex +7, Con +14, Wis +10, Cha +11 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. 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. ACTIONSMultiattack. 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. 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 ACTIONSThe 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. |
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. |
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