https:\/\/homebrewery.naturalcrit.com\/share\/H1-2xqarKX<\/a><\/p>","family":"False Hydra","ch":"1","size":"Medium","hit_dice":"7d8","initiative":"-2","base_attack":"1d10","environment":"Urban","type":"Aberration","challenge_rating":"1","alignment":"Neutral Evil","reference":"Usergen"},{"id":14277,"name":"False Hydra","full_text":"False Hydra<\/h2>
Huge aberration, neutral evil<\/em><\/p>
- Armor Class<\/strong> 14 (natural armor)<\/li>
- Hit Points<\/strong> 178 (17d12+68)<\/li>
- Speed<\/strong> 30 ft., burrow 60 ft.<\/li><\/ul>
STR<\/th> | DEX<\/th> | CON<\/th> | INT<\/th> | WIS<\/th> | CHA<\/th><\/tr><\/thead> |
---|
21 (+5)<\/td> | 12 (+1)<\/td> | 19 (+4)<\/td> | 16 (+3)<\/td> | 23 (+6)<\/td> | 16 (+3)<\/td><\/tr><\/tbody><\/table>
- Saving Throws<\/strong> Str +10, Con +9, Int +8, Wis +11<\/li>
- Skills<\/strong> Insight +11, Perception +11, Stealth +6<\/li>
- Damage Resistances<\/strong> bludgeoning, piercing, And slashing damage From nonmagical weapons<\/li>
- Senses<\/strong> darkvision 60 ft., passive Perception 21<\/li>
- Languages<\/strong> understands languages known by its victims, but can't speak, telepathy 5 miles<\/li>
- Challenge<\/strong> 15 (13,000 XP)<\/li><\/ul>
Legendary Resistance (3\/day).<\/em><\/strong> If the false hydra fails a saving throw, it can choose to succeed on it instead.<\/p>Ambusher.<\/em><\/strong> In the first round of a combat, the false hydra has advantage on attack rolls against any creature it has surprised.<\/p>Surprise Attack.<\/em><\/strong> If the false hydra surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 11 (2d10) damage from the attack.<\/p>Multiple Heads.<\/em><\/strong> The false hydra can have up to 14 heads. While it has more than one head, the false hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the false hydra takes 30 or more damage in a single turn, one of its heads 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 regrown 14 heads. The false hydra regains 10 hit points for each head regrown in this way.<\/p>Reactive Heads.<\/em><\/strong> For each head the false hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.<\/p>Actions<\/h3>
Multiattack<\/em><\/strong> The false hydra can make as many bite attacks as it has heads, any number of which can be replaced with a swallow attack. Any one head can begin or continue using the Sightless Song ability.<\/p>*Dead Hand <\/em><\/strong>The false hydra can create up to 10 limbs from any connecting soil up to 25 ft. away. On the turn the limbs are created, each limb can make a Grab attack. Each limb may spend a reaction to make a grab attack. Whenever a limb takes 15 or more damage in a single turn, that limb dies.<\/p>Bite.<\/em><\/strong>Melee Weapon Attack:<\/em> +10 to hit, reach 20 ft., one target. Hit<\/em> 10 (1d10+5) piercing damage. If the target is a creature, it is grappled (escape DC 19) and the head that made the attack can't bite another target.<\/p>Swallow.<\/em><\/strong> The false hydra makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the false hydra, and it takes 7 (2d6) acid damage at the start of each of the false hydra's turns. If the false hydra takes 30 damage or more on a single turn from a creature inside it, the false hydra must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the false hydra. If the false hydra dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. The false hydra can have a maximum of 2 medium, 4 small, or 16 tiny creatures swallowed at any given time.<\/p>*Grab. <\/strong>Melee Weapon Attack: <\/em>+10 to hit, reach 5 ft., one target. Hit <\/em>The target is grappled (escape DC 18). Until this grapple ends the creature is restrained. If the target is hit by a Bite attack or a Swallow attack made by the false hydra, the limb(s) holding the target dies. Limbs cannot use swallow.<\/p>Sightless Song.<\/em><\/strong> The false hydra emits a horrible, nightmarish howl to all creatures within 5 miles. Any humanoid that can hear this song is incapable of noticing the false hydra while it hears it. Humanoids under the effect of the song do not realize they can hear the song. The false hydra can continue to sing the song for as long as it wants, but must stop singing if any of it's heads make a Bite attack.<\/p>Legendary Actions<\/h3>The false 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 false hydra regains spent legendary actions at the start of its turn.<\/p> Advance.<\/strong> The false hydra moves up to 30 feet towards a hostile creature.<\/p>Detect.<\/strong> The false hydra makes a Wisdom (perception) check.<\/p>Swallow (Costs 2 Actions).<\/strong> The false hydra's head makes a swallow attack against a creature it has grappled.<\/p>*<\/em>Dead Hand <\/em>(Costs 2 Actions). <\/strong>The false hydra can create up to 10 limbs from any connecting soil up to 15 ft. away. On the turn the limbs are created, each limb can make a Grab attack. Each limb may spend a reaction to make a grab attack. Whenever a limb takes 15 or more damage in a single turn, that limb dies.<\/p> <\/p> <\/p> <\/p> References:<\/h2>http:\/\/goblinpunch.blogspot.com\/2014\/09\/false-hydra.html<\/a> , https:\/\/homebrewery.naturalcrit.com\/share\/H1-2xqarKX<\/a><\/p>","family":"False Hydra","ch":"15","size":"Huge","hit_dice":"17d12","initiative":"+1","base_attack":"1d10","environment":"Urban","type":"Aberration","challenge_rating":"15","alignment":"Lawful Good","reference":"Usergen"},{"id":14278,"name":"Elder False Hydra","full_text":"Elder False Hydra<\/h2>Gargantuan aberration, neutral evil<\/em><\/p>
- Armor Class<\/strong> 15 (natural armor)<\/li>
- Hit Points<\/strong> 363 (22d20+132)<\/li>
- Speed<\/strong> 30 ft., burrow 60 ft<\/li><\/ul>
STR<\/th> | DEX<\/th> | CON<\/th> | INT<\/th> | WIS<\/th> | CHA<\/th><\/tr><\/thead> |
---|
25 (+7)<\/td> | 12 (+1)<\/td> | 22 (+6)<\/td> | 19 (+4)<\/td> | 25 (+7)<\/td> | 16 (+3)<\/td><\/tr><\/tbody><\/table>
- Saving Throws<\/strong> Str +14, Con +13, Int +11, Wis +14<\/li>
- Skills<\/strong> Insight +14, Perception +14, Stealth +8<\/li>
- Damage Immunities<\/strong> bludgeoning, piercing, And slashing damage From nonmagical weapons<\/li>
- Senses<\/strong> darkvision 60 ft., passive Perception 24<\/li>
- Languages<\/strong> understands languages known by its victims, but can't speak, telepathy 5 miles<\/li>
- Challenge<\/strong> 22 (41,000 XP)<\/li><\/ul>
Legendary Resistance (3\/day).<\/em><\/strong> When the elder false hydra fails a saving throw, it can choose to succeed on it instead.<\/p>Ambusher.<\/em><\/strong> In the first round of combat, the elder false hydra has advantage on attack rolls against any creature it has surprised.<\/p>Surprise Attack.<\/em><\/strong> If the elder false hydra surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 16 (3d10) damage from the attack.<\/p>Multiple Heads.<\/em><\/strong> The elder false hydra can have up to 20 heads. While it has more than one head, the elder false hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the elder false hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the elder false hydra dies. At the end of its turn, it grows a head for each of its head that died since its last turn, unless it has regrown 20 heads. The elder false hydra regains 10 hit point for each head regrown this way.<\/p>Reactive Heads.<\/em><\/strong> For each head the elder false hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.<\/p>Actions<\/h3>
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