Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
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 seven heads. Whenever the hydra takes 30 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 at least 20 cold 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.
Fire Breath
If the pyrohydra has at least 4 heads it breathes fire in all directions. Each creature within 30 feet makes a DC 18 Dexterity saving throw taking 59 (17d6) fire damage on a failure or half damage on a success.
Multiattack
The hydra bites once with each of its heads.
Legendary Actions
Rush
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
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
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 Pyrohydra
Pyrohydra is a huge monstrosity with a Challenge Rating of 13. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 218 hit points (derived from 19d12+95).
GM Tips: Using Pyrohydra
3 tips available
GM Tips: Using Pyrohydra
When using Pyrohydra in your D&D 5e campaign, consider these tactical approaches:
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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.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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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 Pyrohydra
3 strategies available
Player Guide: Facing Pyrohydra
When your party encounters this creature, keep these strategies in mind:
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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.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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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
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 13.
Solo Encounter:
A single character of level 17 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 18,200 XP
- Hard: 27,300 XP
- Deadly: 36,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Pyrohydra?
- Pyrohydra has a Challenge Rating of 13, making it appropriate for parties of level 13.0.
- What type of creature is Pyrohydra?
- Pyrohydra is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
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Related D&D 5e Content
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