Combat Statistics
CR 8
Challenge Rating
3,900 XP
15
Armor Class
172
Hit Points
(15d12)
Speed: {"walk":30,"swim":30} ft.
Strength
20
(+5)
Dexterity
12
(+1)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
20
(+5)
Intelligence
2
(-4)
Wisdom
10
(+0)
Charisma
7
(-2)
Skills:
Perception +6
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses:
Darkvision 60 ft.,
Passive Perception 16 ft.
passive Perception 16
Languages: []
Proficiency Bonus: +3
Special Abilities
Hold Breath
The hydra can hold its breath for 1 hour.
Multiple Heads
The 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 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 hit points 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
Multiattack
The hydra makes as many bite attacks as it has heads.
Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Quick Reference
Type: Monstrosity
Size: Huge
Alignment: unaligned
Environment: Any
DM Tools
💰 Loot Generator
CR 8 | Challenge Rating: 8
Loot based on monster type, CR, and D&D 5e treasure guidelines
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