False Hydra - GM Binder

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

False Hydra The false hydra can take 3 legendary actions, choosing

Huge abberation, chaotic evil from the options below. It can take only one legendary
action at a time and only at the end of another
creature’s turn. The false hydra regains spent legendary
Armor Class 16
actions at the start of its turn.
Hit Points 260 (25d10 + 125)
Speed 5ft. Bite The false hydra makes a bite attack.
Sonic Pulse The false hydra targets a creature within
STR DEX CON INT WIS CHA range of one of it's heads and blasts it with a cone of
noise. Creatures within a 15 foot cone take 15 (5d6)
20 (+5) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7) sonic damage.

Condition Immunities Charmed Actions


Senses Blindsight 120 from each head; Passive Bite Melee Weapon Attack: range age dependent +11 to
Perception 14 hit,one target. Hit 23 (4d8 + 5) Piercing damage. If the
Languages Common, Deep Speech target is a Huge or smaller creature, it is grappled
Challenge 14 (11,500) (escape DC 18) and takes 13 (2d8 + 5) constrict
damage at the start of each of its turns until the grapple
Innate Spell casting. The false hydra's innate spell casting ends. The false hydra can grapple one creature per head
ability is Charisma (spell save DC 20). It can innately at a time.
cast the following spells, requiring no components:
Engulf Melee Weapon Attack: +11 to hit, one target. Hit
At will: detect thoughts 5 (1d6 + 2) The false hydra engulfs a Huge or smaller
3/day: dominate monster creature grappled by it. The engulfed target is blinded,
restrained, and unable to breathe, and it must succeed
Legendary Resistance (3/Day) If the false hydra fails a on a DC 25 Constitution saving throw at the start of
saving throw, it can choose to succeed instead. each of the false hydra's turns or take 13 (2d8 + 5)
Multiple Heads The false hydra gains an additional action bludgeoning damage. If the false hydra's head moves or
per turn equal to the quantity of heads it has. If the false it's body moves, the engulfed target moves with it. The
hydra has 3 heads, it has 3 actions on it's turn (in false hydra can have only one creature engulfed at a
addition to move and bonus actions). It does not gain time. If the target's HP drops to 0 while engulfed, or
additional move and bonus actions. dies, it is immediately consumed. See Grow Heads.
Extended Neck The false hydra's heads have a Sonic Blast (Recharge 5–6) The false hydra let's out a
sickeningly long neck. Each head can extend several vicious scream. Creatures within 60 feet of the head
hundred feet from it's body depending on the age of the that screams it must succeed on a DC 18 Constitution
false hydra. See the below table: saving throw or take 32 (5d10 + 5) sonic damage and
be stunned for until the end of the Hydra's next turn. On
Young (1-2 Heads): 120 ft. range a successful save they take half damage and are not
Adult (3-4 Heads): 240 ft. range stunned.
Mature (5-6 Heads): 480 ft. range Mindsong The false hydra sings a harrowing melody
which is heard by anyone within 5 miles. Only one head
Elder (7 Heads): 1240 ft. range needs to sing and having additional heads join the song
A head can recoil into it's body or shoot out to the full provide no benefits. Creatures hearing the song gain
range as a move action. The heads movement can gaps in their memory. If a person enters a room with a
provoke an attack of opportunity and all parts of the false hydra, the song will cause the person to forget the
head and neck can be targeted if extended. hydra was there.
Grow Heads As the false hydra eats creatures, it has a This song does not alter reality, only perception. A
cumulative chance of growing a new head. For each woman who lost her husband may find it confusing to
creature size below with an Int of 4 or higher, the false find men's clothes in her house as she recalls no
hydra has a cumulative chance to grow a new head upon husband. This effect does not work on people who are
consumption. deaf, or are focused on the item the gap is intended to
replace. For example, the women above may witness the
Tiny: 1% hydra eating a man, and recall all of it during the event,
Small: 3% but forget it the second she looks away.
Medium: 5% As people are victims to the mindsong, they risk gaining
split minds. The victim does not notice this but the half
Large: 8% of the mind that can see (but not hear) may try to notify
If the creature has class levels, increase the chance by the victim of the hydra. Each half only controls half the
2%. For example, a Small Fighter would be a cumulative body. The half that can not hear does not control
5% chance. If the false hydra then ate a Large Wizard, speech. This may appear as the left hand inserting text
he would gain an additional 10% chance for a total of into a note the victim is writing, or scratch letters into
15% chance to grow a head. Once a head is grown, the their chest as they sleep. Since the right brain is still
percent chance reduces to 0. impacted by the mindsong, they may never notice the
This is unofficial Fan Content permitted under the Fan Content Policy. Not letter, however the scars on their chest are harder to
approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards ofofthetheir
blank out Coastmind.
LLC.
Legendary Actions

You might also like