HYDRA – 5e stats – reptilian horror with a crocodilian body and multiple heads on long, serpentine necks

Huge monstrosity, unaligned

Armor Class 15 (Natural Armor)
Hit Points 172 (15d12+75)
Speed 30 ft., swim 30 ft.

Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
20 (+5)12 (+1)20 (+5)2 (-4)10 (+0)7 (-2)

Saving Throws (suggested) Str +8, Con +8
Skills Perception +6
Senses Darkvision 60 ft., passive Perception 16
Challenge 8 (3,900 XP)

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

Multiple Heads. 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.

Multiple Heads (suggested). The hydra has 1d8+4 heads with twelve being the maximum number of heads the creature can have at any moment. 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.

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

Reactive Heads (suggested). For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. The same head cannot take more than one reaction per turn.

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

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.
  • Bite (suggested). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

HYDRA’s TACTICS (read the article)


5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. It has scaly skin that ranges from gray-brown to dark brown, with light yellow or tan underbellies. It has amber eyes that glow with malice and yellow-white teeth that can inflict serious wounds. A hydra is about 20 feet long and weighs about 4,000 pounds. A hydra is not very intelligent, about as much so as an animal. Hydras are usually neutral in alignment .

A hydra’s most distinctive feature is its ability to regrow severed heads. A typical hydra has five heads, but it can have anywhere from five to twelve heads, or even more in rare cases. Whenever a 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 .

There are also different sub-species of hydras, such as cryohydras that can breathe frost from their heads, pyrohydras that can breathe fire from their heads, and dracohydras that have dragon-like heads and abilities.

COMBAT

A hydra is a fearsome opponent in combat, as it can attack with all its heads at no penalty, even if it moves or charges during the round. A hydra’s bite is powerful and piercing, and can inflict serious wounds on its prey. A hydra also has a keen sense of smell and hearing, and can detect creatures within 60 feet of it.

A hydra has some advantages over its enemies, such as being able to hold its breath for an hour, having darkvision up to 60 feet, and being able to sleep with at least one of its heads awake. A hydra also has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious while it has more than one head. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks .

However, a hydra also has some weaknesses that can be exploited by clever adventurers. A hydra’s main vulnerability is fire, which prevents it from regrowing severed heads. Fire damage also causes a hydra to suffer more pain and fear than other types of damage. A hydra’s low intelligence also makes it susceptible to tricks and traps, such as illusions, distractions, or pitfalls. A hydra’s large size and multiple heads also make it difficult for it to maneuver in tight spaces or avoid obstacles.

HABITAT / SOCIETY

Hydras are typically found in the marshes of regions with a temperate climate. They prefer wetlands that provide them with ample food and water sources, as well as cover from predators and rivals. Hydras are territorial and solitary creatures, and will attack any intruders that enter their domain. Hydras are also known to inhabit the jungles of Chult, where they compete with dinosaurs and other dangerous beasts .

Hydras are not social animals, and rarely interact with other hydras except for mating purposes. Hydras mate once every few years, and produce a clutch of eggs that they bury in the mud or sand. The eggs hatch after several months, and the young hydras emerge with two heads each. The young hydras are independent from birth, and will quickly disperse to find their own territories. Hydras have no parental instincts, and will not hesitate to eat their own offspring if they encounter them .

Hydras have few natural enemies, as most creatures are wary of their ferocity and regenerative abilities. However, some predators may prey on hydras if they are desperate or daring enough, such as dragons, giants, or rocs. Hydras may also be hunted by humanoids for their meat, skin, teeth, or other parts that have various uses.

ECOLOGY

Hydras are carnivorous creatures that feed on any animal they can catch and kill. They have a voracious appetite and will consume anything from fish and frogs to deer and horses. Hydras are not picky eaters, and will even eat carrion or their own severed heads if they are hungry enough. Hydras need to eat frequently to sustain their metabolism and regrowth process .

Hydras have a significant impact on their environment, as they can alter the balance of the food chain and the ecosystem. Hydras can decimate the populations of their prey, and drive away other predators or competitors. Hydras can also damage the vegetation and terrain of their habitats, as they trample, dig, or burn their surroundings. Hydras are considered a menace by most civilized races, and are often targeted for extermination or relocation.