Gargantuan monstrosity, unaligned
Armor Class 16 (Natural Armor)
Hit Points 262 (15d20+105)
Speed 30 ft., swim 30 ft.
Proficiency Bonus +4
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 10 (+0) | 24 (+7) | 2 (-4) | 10 (+0) | 7 (-2) |
Saving Throws Str +11, Con +12
Damage Immunities poison
Condition Immunities poisoned
Skills Perception +8
Senses Darkvision 60 ft., passive Perception 20
Challenge 10 (5,900 XP)
Hold Breath. The lernaean hydra can hold its breath for 1 hour.
Multiple Heads. The lernaean 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.
Poisonous Blood. Anyone ending its turn within 10 feet of a wounded lernaean hydra must make a DC 20 Constitution saving throw or suffer the poisoned condition.
Reactive Heads. 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 lernaean hydra makes as many bite attacks as it has heads.
- Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) piercing damage plus 4 (1d8) acid damage from its digestive acid.
- Poison Breath (Recharge 6). The lernaean hydra exhales poisonous gas in a 80-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. Each head recharge its breath weapon separately.
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 lernaean hydra is a rare and fearsome creature that resembles a massive reptile with multiple heads on long, snake-like necks. Its scales range from grayish-brown to dark brown, and its underbelly is lighter in color. Its eyes are amber and its teeth are sharp and deadly. A lernaean hydra can grow up to 30 feet long and weigh up to 4,000 pounds.
COMBAT
A lernaean hydra is a formidable opponent in combat, as it can attack with as many bite attacks as it has heads. Each head can act independently and has its own senses, making it hard to surprise or blind the creature. A lernaean hydra also has a remarkable ability to regenerate lost heads: whenever one of its heads is severed, it grows two new ones in its place, unless the wound is cauterized with fire or acid. This way, a lernaean hydra can increase its number of heads up to twice its original amount, becoming more powerful and dangerous as the battle goes on. However, if all of its heads are removed, the creature dies.
A lernaean hydra is usually neutral in alignment, but it can be aggressive and territorial if provoked or hungry. It has a low intelligence and acts mostly on instinct. It can be affected by spells that target magical beasts, such as charm monster or hold monster, but it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Some of the few ways to kill a lernaean hydra outright are by using spells such as disintegrate, finger of death, or slay living.
HABITAT / SOCIETY
A lernaean hydra prefers to live in marshes, swamps, or underground lairs, where it can find plenty of prey and water. It is a solitary creature and only mates for reproduction. A female lernaean hydra lays a clutch of eggs once every few years and guards them until they hatch. The hatchlings are born with two heads each and quickly learn to fend for themselves. A lernaean hydra can live for centuries, growing more heads as it ages and encounters enemies.
A lernaean hydra has few natural predators, as most creatures avoid or fear it. However, some dragons may hunt or challenge it for sport or territory. A lernaean hydra may also come into conflict with humanoids who venture into its domain or seek to exploit its magical properties. Some adventurers may try to slay a lernaean hydra for glory or loot, while some wizards may try to capture or study it for research or experimentation. A lernaean hydra is rarely ever domesticated or tamed, as it is too wild and dangerous to control.
ECOLOGY
A lernaean hydra is a carnivore that feeds on any living creature it can catch and swallow. It can consume large amounts of food at once and digest it quickly. It can also hold its breath for an hour, allowing it to hunt underwater or escape from fire attacks. A lernaean hydra does not need to sleep much, as at least one of its heads is always awake and alert.
A lernaean hydra plays an important role in the ecosystem of its habitat, as it helps regulate the population of other creatures and prevents overgrowth of vegetation. It also serves as a source of magic and mystery for those who encounter it or hear tales of it. A lernaean hydra’s blood, scales, teeth, and heads are highly valued by some alchemists, enchanters, and collectors, as they can be used to create powerful potions, weapons, armor, and artifacts. However, obtaining these materials is extremely risky and often fatal.