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Hydra

Huge · Monstrosity · CR 9 · Chaotic Evil

Armor Class
16
Hit Points and Hit Dice
172 (15d12+75)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
12
+1
CON
20
+5
INT
2
-4
WIS
12
+1
CHA
6
-2

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Chaotic Evil
XP 5000
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Skills

Perception +5 Stealth +5

Traits

Hold Breath

The hydra can hold its breath for 1 hour.

Legendary Resistance (3/Day)

When the hydra fails a saving throw, it can choose to succeed instead. When it does so, its heads lose coordination. It is rattled until the end of its next turn.

Multiple Heads

While the hydra has more than one head, it has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked.

Reactive Heads

For each head it has, the hydra can take one reaction per round, but not more than one per turn.

Regenerating Heads

The hydra has five heads. Whenever the hydra takes 25 or more damage in one turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows 2 heads for each head that was killed since its last turn, unless it has taken fire damage since its last turn.

Toxic Secretions

Water within 1 mile of the hydras lair is poisoned. A creature other than the hydra that is immersed in the water or drinks the water makes a DC 17 Constitution saving throw. On a failure, the creature is poisoned for 24 hours. On a success, the creature is immune to this poison for 24 hours.

Wakeful

When some of the hydras heads are asleep, others are awake.

Actions

Bite

+9 to hit, reach 15 ft (4.6 m). Hit: 1d10+5 piercing damage.

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Multiattack

The hydra bites once with each of its heads.

Legendary Actions

Rush

Cost 1

The hydra moves or swims up to half its Speed without provoking opportunity attacks. If this movement would pass through the space of creatures that are not incapacitated or prone, each creature makes a DC 17 Strength saving throw. On a failure, the creature is knocked prone and the hydra can enter its space without treating it as difficult terrain. On a success, the hydra can't enter the creatures space, and the hydras movement ends. If this movement ends while the hydra is sharing a space with a creature, the creature is pushed to the nearest unoccupied space.

The hydra can take 2 legendary actions

Cost 1

Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

Wrap

Cost 1

Melee Weapon Attack: +9 to hit, reach 10 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 17) and restrained until this grappled ends. The hydra can grapple one creature for each of its heads. When one of the hydras heads is killed while it is grappling a creature, the creature that killed the head can choose one creature to free from the grapple.

About Hydra

Hydra is a huge monstrosity with a Challenge Rating of 9. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 172 hit points (derived from 15d12+75).

GM Tips: Using Hydra

2 tips available

When using Hydra in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.

Player Guide: Facing Hydra

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Hydra?
Hydra has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Hydra?
Hydra is a Huge Monstrosity, which affects how certain spells and abilities interact with it.

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