Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Traits
Multiple Heads
The chameleon hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the chameleon hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chameleon 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 hit points for each head regrown in this way.
Superior Camouflage
While the chameleon hydra remains motionless, it has advantage on Dexterity (Stealth) checks made to hide. In addition, the chameleon hydra can hide even while a creature can see it.
Wakeful
While the chameleon hydra sleeps, at least one of its heads is awake.
Actions
Bite
+9 to hit, reach 10 ft (3 m). Hit: 1d10+5 piercing damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Multiattack
The chameleon hydra makes as many bite attacks as it has heads. It can use its Sticky Tongue or Reel in place of a bite attack.
Reel
The hydra pulls a creature grappled by it up to 25 feet straight toward it.
Sticky Tongue
+9 to hit, reach 50 ft (15.2 m).
Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hydra can't use the same sticky tongue on another target.
About Chameleon Hydra
Chameleon Hydra is a huge monstrosity with a Challenge Rating of 10. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 184 hit points (derived from 16d12+80).
GM Tips: Using Chameleon Hydra
1 tips available
GM Tips: Using Chameleon Hydra
When using Chameleon Hydra in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 40 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing Chameleon Hydra
1 strategies available
Player Guide: Facing Chameleon Hydra
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 40 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
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 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Chameleon Hydra?
- Chameleon Hydra has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Chameleon Hydra?
- Chameleon Hydra 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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