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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 Class19 (narural armor)
Hit Points 28d20+168
Speed45 ft.
Strength25 (+7)
Dexterity8 (-1)
Constitution22 (+6)
Intelligence2 (-4)
Wisdom14 (+2)
Charisma7 (-2)
SkillsPerception d20+9
Damage ImmunitiesColdBludgeoningPiercing
Slashing from nonmagical attacks
SensesDarkvision 60 ft.Tremorsense 30 ft.Passive Perception 18
Languages---
Challenge22 (41,000 XP)
Special 1Earthen ProtectionThe hydra is immune to cold damage and has an advantage on saving throwsagainst spells from the divination and illusion spell schools
Special 2HateThe hydra has an advantage on initiative rolls and doesn't provoke opportunity attackswhen it leaves an enemy's reach
Special 3Legendary Resistance (1/day)If the hydra fails a saving throw,it can choose to succeed instead.
The hydra gains an additional use ofthis ability each time it grows a new head
Special 4Multiple HeadsThe 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 5Reactive HeadsFor each head the hydra has beyond one,it gets an extra reaction that can be used only for opportunity attacks
Special 6WakefulWhile the hydra sleeps, at least one of its heads is awake
Action 1MultiattackThe hydra makes as many bite attacks as it has heads
Action 2BiteMelee Weapon Attack d20+14 to hit
Reach 15 ft., one taretHit 2d10+7 piercing damage
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1BiteThe hydra makes a single bite attack
Legendary Action 2Rush (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 thismovement 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 3Thunderous 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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