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.
Multiattack. The hydra makes as many bite attacks as it has heads. The Hydra can forgo 2 multiattacks to roll on the potion effect table. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
The Potion Hydra has 3 Lengendary Actions to use at the end of another creature's turn. Magical energy overflow (1 Action) : The rage of battle triggers a burst of potion magic stored in the hydras body. Roll on the table below to see the effects. If an effect is already in play, roll again.
1 | All creatures within a 20 ft radius takes 1d6 necrotic damage. All magical healing is halved until the start of the Hydra's next turn. |
2 | The hydra cast the invisiblity spell on itself. |
3 | Target's a creature the hydra can see, that creature heals for 2d4+2. |
4 | Grants resistance to force damage |
5 | The Hydra exhale fire (dc15 dex) (30 ft. cone, 4d6 damage) half on a successful save |
6 | The Hydra casts Haste on itself |
7 | All creatures (Including the hydra) in a 15 ft radius heal for 4d4+4 |
8 | The earth in a 10 ft radius around the hydra becomes difficult terrain as magical plants spring from the ground. |
9 | The hydra casts the misty step spell. |
10 | The hydra the cast's the Reduce portion of the Enlarge/Reduce spell on a creature it can see. |
11 | Gains resistance to non-magical slashing, bludgeoning and peircing |
12 | The Hydra breaths a 20ft cone of ghostly energy(DC14 con). on a failed save, creatures take 1d8 poison damage and are under the effects of the Gasious Form spell until the start of the hydra's next turn. |
13 | The hydra breaths a 20 ft cone (DC14 dex) of ice and snow. All creatures that fail take 1d8 bludgeoning damage and 2d6 cold damage, half as much on a success |
14 | The Hydra gains advantage on all saves to avoid being affected by a spell. |
15 | The Hydra breaths a 30ft cone of anti-magical energy that lingers for one round. (beholder) |
16 | Gains resistance to fire damage |
17 | Gains resistance to cold damage |
18 | The hydra breaths a 20 ft cone of crackling energy (DC 15 dex) on a failed save, creatures take 4d6 lightning damage. Half on a success. |
19 | The Hydra heals for 4d4+6 and gains another head. |
20 | The Hydra casts the banashment spell on a creature it can see |