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Chameleon Hydra

Huge · Monstrosity · CR 10 · Unaligned

Armor Class
15 (natural armor)
Hit Points and Hit Dice
184 (16d12+80)
Challenge Rating CR
10

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
16
+3
CON
20
+5
INT
4
-3
WIS
10
+0
CHA
7
-2

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Unaligned
XP 5900
Initiative Bonus +3

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 40 ft (12.2 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 16

Skills

Perception +8 Stealth +11

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

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

  • 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

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

  • 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

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

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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