Mistcutter Hydra
Among the fiercest of most terrifying of monsters, the hydra is thankfully a rarely-seen threat. Mostly found in swamps and near inland sources of water, a hydra is not a common worry for the people of Theros, who tend to live close to the coast. It can only be called dark irony that the exception to this rule would be almost twice as deadly. Mistcutter hydras are truly enormous, the size of a small mountain, and with a skin as tough and rocky as the comparison would imply. In fact, most mistcutter hydras are only discovered at the moment you are right on top of them, literally.
A Fitful Mountain The mistcutter hydra spends almost all its life sleeping, with brief periods of activity to search for food, then a return to sleep. Whenever the hydra stops to rest, like all hydras, it alternates which of its head sleep at any time. While this does allow the hydra to sleep without fear of attack, it also means the creature is perpetually in the Throes of exhaustion, hoping to find and eat its meals as quickly as possible, so that it can return to its slumber.
Mistcutter Hydra
Among the fiercest of most terrifying of monsters, the hydra is thankfully a rarely-seen threat. Mostly found in swamps and near inland sources of water, a hydra is not a common worry for the people of Theros, who tend to live close to the coast. It can only be called dark irony that the exception to this rule would be almost twice as deadly. Mistcutter hydras are truly enormous, the size of a small mountain, and with a skin as tough and rocky as the comparison would imply. In fact, most mistcutter hydras are only discovered at the moment you are right on top of them, literally.
Armor Class | 19 (narural armor) | ||
---|---|---|---|
Hit Points | 28d20+168 | ||
Speed | 45 ft. | ||
Strength | 25 (+7) | ||
Dexterity | 8 (-1) | ||
Constitution | 22 (+6) | ||
Intelligence | 2 (-4) | ||
Wisdom | 14 (+2) | ||
Charisma | 7 (-2) | ||
Skills | Perception d20+9 | ||
Damage Immunities | Cold | Bludgeoning | Piercing |
Slashing from nonmagical attacks | |||
Senses | Darkvision 60 ft. | Tremorsense 30 ft. | Passive Perception 18 |
Languages | --- | ||
Challenge | 22 (41,000 XP) | ||
Special 1 | Earthen Protection | The hydra is immune to cold damage and has an advantage on saving throws | against spells from the divination and illusion spell schools |
Special 2 | Hate | The hydra has an advantage on initiative rolls and doesn't provoke opportunity attacks | when it leaves an enemy's reach |
Special 3 | Legendary Resistance (1/day) | If the hydra fails a saving throw, | it can choose to succeed instead. |
The hydra gains an additional use of | this ability each time it grows a new head | ||
Special 4 | Multiple Heads | The hydra has five heads. While it has more than one head, | the hydra has the advantage on saving throws against being blinded, |
charmed, defined, frightened, stunned, and knocked unconscious. | Whenever the hydra takes 40 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 thunder damage since its last turn. | The hydra remains 20 hit points for each head regrown in this way | ||
Special 5 | Reactive Heads | For each head the hydra has beyond one, | it gets an extra reaction that can be used only for opportunity attacks |
Special 6 | Wakeful | While the hydra sleeps, at least one of its heads is awake | |
Action 1 | Multiattack | The hydra makes as many bite attacks as it has heads | |
Action 2 | Bite | Melee Weapon Attack | d20+14 to hit |
Reach 15 ft., one taret | Hit 2d10+7 piercing damage | ||
Legendary Actions | The 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 | |
Legendary Action 1 | Bite | The hydra makes a single bite attack | |
Legendary Action 2 | Rush (Costs 2 Actions) | The hydra moves up to its speed in a straight line. | During this movement, it can pass through other creatures spaces. |
Each creature whose space the hydra passes through during this | movement must make a DC 18 Dexterity saving throw, | taking 8d12 bludgeoning damage on a failed save, | or half as much damage on a successful one |
Legendary Action 3 | Thunderous Lash (Costs 3 Actions) | The hydra slams its heads to the ground at a point it can see within 15 feet, | shaking the earth beneath it and forcing each other creature within 30 feet |
of the chosen point to make a Strength saving throw. | A creature that fails this saving throw is knocked prone, | and takes 1d8 bludgening damage for each head that the hydra has. | A creature that succeeds on the saving throw takes half as much damage, |
and is not knocked prone. After doing so, | the hydra less half of its remaining heads, rounded down |
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