Hydra

Huge Monstrosity, unaligned (CR 8)
Illustration of Hydra Captivating Caption

Armor Class 15 natural armor

Hit Points 172 (15d12+75)🎲

Speed 30 ft., swim 30 ft.


STR

20 (+5)

DEX

12 (+1)

CON

20 (+5)

INT

2 (-4)

WIS

10 (+0)

CHR

7 (-2)


Skills perception 6

Senses darkvision 60 ft., passive Perception 16

Challenge Rating 8

Actions

Multiattack.

The hydra makes as many bite attacks as it has heads.

Bite.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.


sizeHuge

typeMonstrosity

group

alignmentunaligned

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception6

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr8

reactions

legendary_desc

legendary_actions

special_abilitiesname: Hold Breath,desc: The hydra can hold its breath for 1 hour.,name: Multiple Heads,desc: The hydra has five 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 25 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 10 hit points for each head regrown in this way.,name: Reactive Heads,desc: For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.,name: Wakeful,desc: While the hydra sleeps, at least one of its heads is awake.

spell_list

page_no323

document__license_urlhttp://open5e.com/legal

document__slugwotc-srd

document__title5e Core Rules

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd

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5e Core Rules, page no. 323
Other formats: JSON

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