Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
-
Resistances & Immunities
Traits
Hold Breath
The hydra can hold its breath for 1 hour.
Multiple Heads
The hydra has five heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra 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 taken fire damage since its last turn. The hydra regains 10 HP for each head regrown in this way.
Reactive Heads
For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful
While the hydra sleeps, at least one of its heads is awake.
Actions
Bite
+8 to hit, reach 10 ft (3 m). Hit: 1d10+5 piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.
Multiattack
The hydra makes as many Bite attacks as it has heads.
Noxious Breath (Recharge Special)
The hydra exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 16 CON save, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. While the hydra has five or more heads, this action has a recharge of 6. The recharge range increases for each head the hydra has below five. For example, a hydra that starts its turn with two heads can recharge this feature on a 3, 4, 5, or 6.
Bonus Actions
Bloody Burst
The hydra squeezes the stumps of its severed heads, spraying blood and gore. Each creature within 5 feet of the hydra must succeed on a DC 16 CON save or be incapacitated until the end of its next turn and poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
About Hydra
Hydra is a huge dragon with a Challenge Rating of 8. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 166 hit points (derived from None).
Hydra has communication capabilities including -. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Hydra
1 tips available
GM Tips: Using Hydra
When using Hydra 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.
Player Guide: Facing Hydra
1 strategies available
Player Guide: Facing Hydra
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.
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 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 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 Hydra?
- Hydra has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- What type of creature is Hydra?
- Hydra is a Huge Dragon, which affects how certain spells and abilities interact with it.
- What languages does Hydra speak?
- Hydra can communicate in -.
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Related D&D 5e Content
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