Thessalhydra (5e Creature)

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Thessalhydra[edit]

Huge monstrosity (thessalmonster), neutral


Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 25 (+7) 7 (-2) 10 (+0) 5 (-3)

Saving Throws Dex +6, Con +13, Cha +3
Skills Athletics +13, Perception +12, Stealth +6
Damage Immunities acid, poison
Condition Immunities petrified, poisoned
Senses darkvision 60 ft., passive Perception 22
Languages
Challenge 18 (20,000 XP)


Multiple Heads. The thessalhydra has nine heads. While it has more than one head, the thessalhydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and enemies who flank it do not gain advantage on their attack rolls.
Whenever the thessalhydra takes 29 or more damage in a single turn, one of its heads dies. If all its heads die, the thessalhydra dies.
Severed heads regenerate in 12 days.

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

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

ACTIONS

Multiattack. The thessalhydra makes 8 bite attacks with its snake heads,1 hideous maw attack and one tail pincer attack.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:: 14 (2d6 + 7) piercing damage plus 11 (2d10) poison damage.

Hideous Maw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 11 (2d10) acid damage and the target must make a DC 21 Dexterity saving throw or their worn armor or shield has its AC reduced by 1d4. If the total bonus, including any lost magical bonuses is reduced to 10 or less, the armor or shield is destroyed.

Tail Pincer. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus the target must succeed on a DC 21 Strength saving throw or be moved to an unoccupied within the tail pincer's reach.

Acid Breath (Recharges after a Short or Long Rest). The thessalhydra breathes acid at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity. On a failed save, a creature takes 66 (12d10) acid damage, the target worn armor or shield has its AC reduced by 1d4. If the total bonus, including any lost magical bonuses is reduced to 10 or less, the armor or shield is destroyed. On a successful save, the creature takes half as much damage and its armor is unaffected.


The thessalmonsters are a family of enigmatic hybrid monsters resembling hydras. The actual derivation of the name ”thessal” is unknown. Legends suggest that the name thessal referred to a person or organization responsible for the creation of these monstrosities, or the land where they were first encountered.
The thessalhydra resembles an eight-headed hydra. It has a large, reptilian torso and tail measuring 40 feet long (9 feet tall at the shoulder). Eight serpentine heads surround a larger, reptilian head with a hideous maw rimmed with jagged teeth. Each serpentine head and neck measures 9 feet long. At the end of the 20-foot-long tail is a sharp pincer.
Most of the shiny bide is a deep green. The undersides of the necks, torso, and tail are ochre yellow. Patches of reddish-yellow hair cover the chest and upper forelegs. The eyes are dark red.
Thessalhydras prefer dark, damp settings, such as swamps, jungles, and subterranean lairs. They do not collect treasure. Such items as they possess are the remains of former meals that have somehow survived the chewing and acid of the monsters’ digestive tracts. They are often confused with common hydras. They prey upon their less intelligent kin and anything else edible that wanders by. They may take advantage of their resemblance to attack would-be hydra slayers.
Their eggs are worth 7,500 gp and young are worth 12,000 gp. The young can be chained in place to act as guardians for specific locations or set to roaming normally unused areas.



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