The Spicier Hydra
So many heads, it's got a killer-bite.
Spiciness: 4/5
Lots of multiattacks means it's easy to finish a downed player. Damage isn't super high though, unless they don't figure out how to stop new heads from growing!
Feeds about 3-5 players, level 6-8
Scales for: Number of Players, Player Level
Ingredients:
- The Hydra
Scale Party Size: Give the Hydra an amount of starting heads equal to your party size +1. The Hydra has a terrible initiative (+1) and is likely to go last-- meaning it could be decapitated to death before its first turn if you don't!
Scale for Party Level: +10hp to the Hydra for each level above 6.
Preparation
The Hydra is fairly well known as a myth, and so some mechanics are kind of set in stone (the losing and regrowing of heads). Similarly, its weaknesses are well known. As well, fire is the single most common damage type for spells. To combat that, I've changed the Regrow mechanic to be affected by either Acid or Necrotic damage. I've also lowered the amount of damage the Hydra needs to take to lose a head as well-- this makes it more likely to be able to heal & grow new heads.
The Reactive Heads ability was unlikely to ever come into play since players often avoid AoOs, so I've given the Hydra a Roar ability to trigger it.
The Decapitated Heads were added to make the damage more consistent per round (since Hydras regrow its heads at the end of its turn, they would have lost those attacks for the turn).
While designing this, I wanted to avoid any similarity to dragons, and so have avoided giving them a breath attack. Sometimes, monster design is like jazz-- it's about the notes you're not playing.
Things you should know
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
Cooking the Hydra
Round 1. Walk as close to the party as possible, and open up with the Dazzling Gaze. This will prevent some of the party members from hitting you (since charm prevents hostile actions), and force them to walk into your threat range. At this point, the party should hold fire on the hydra rather than try to focus it down, since they lack the fire power. Good time for buffing! At the end of your turn, grow 2 for each they managed to cut off, and heal for 10 for each new head.
Round 2. If the party is still half charmed, it may be better to simply multiattack a non-charmed person. Otherwise, use Frightening Roar. This will give them disadvantage on all attacks against you, stop melee opponents from getting near you, and trigger a bunch of attacks of opportunity as they're forced to run away from you. It does end the charm effect, however.
Round 3. Now is when the party should try to nuke him down, and you should be trying to do the same. Avoiding melee combatants who are frightened (since they're worthless at the moment), multiattack someone down, and then use 2 of your heads to finish them off (2 hits = 4 automatic failed save). If you do this though, have the rest of the heads also target the now-dead character, ripping them apart and eating them-- because that's what a hydra would do!
Cooking the
Decapitated Hydra Heads
Round 1+: They're really here to help maintain damage, encourage AoEs over hitting the hydra with single-target spells, and to give the fight a very unique feel.
Note that they lose 5 HP a round, so at most they will stick around for 2 rounds. They also have very little HP in general, so AoEs can wipe the board easily.
Decapitated
Hydra HeadSmall Monstrosity
- Armor Class 15 (Natural Armor)
- Hit Points 10
- Speed 10ft Wiggle.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge - Proficiency Bonus +3
Short Lived While the Hydra Head can survive a surprisingly long time while completely severed, it is dying. At the end of it's turn, it loses 5hp.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Click for more monsters!
Hydra
Huge monstrosity
- Armor Class 15 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 7 (-2)
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 8 (3,900 XP) Proficiency Bonus +3
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 unconscious.
Whenever the hydra takes 20 or more damage in a single turn, one of its heads falls off, and is added to the turn order after this this turn. If it has no heads remaining, the hydra dies.
At the end of its turn, it grows two heads for each of its heads its lost since its last turn, unless it has taken acid or necrotic damage since its last turn. The hydra regains 10 hit points for each head regrown.Reactive Heads. For each head the hydra has, it may make an opportunity attack.
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.
Frightening Roar (Recharge 6) Each creature within 10ft of the Hydra must make a DC 15 Wisdom Save. On a failure, the creature takes 2d10 Thunder Damage, is frightened, cannot be charmed, and must immediately use their reaction to move away from the Hydra, provoking attacks of opportunity as normal. On success, the creature takes half damage and is not frightened, and does not have forced movement.
Creatures frightened in this way may make an additional save at the end of each of their turns to end the effect early.
Dazzling Gaze (Recharge 6). For each head the Hydra has, it targets one creature it can see within 40ft of it. Each of these must make a DC 15 Wisdom save or become Charmed. Creatures charmed in this way must use their movement each turn to walk towards the hydra, and may make an additional save at the end of each of their turns or when they receive damage to end the effect early.