Flame Hydra

Huge monstrosity, unaligned

Armor Class

15 (natural armor)

Hit Points

172 (15d12 + 75)

Speed

30 ft.

STR

20 (+5)

DEX

12 (+1)

CON

20 (+5)

INT

3 (-4)

WIS

12 (+1)

CHA

7 (-2)

Damage Immunities

fire

Senses

darkvision 60 ft., passive Perception 19

Skills

Perception +9

Languages

--

Challenge

9 (5,000 XP)

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 cold damage since its last turn. The hydra regains 10 hit points for each head regrown in this way and when a head grows it releases a burst of flame. Each creature within 10 feet of the hydra when a head regrows must succeed on a DC 16 Dexterity saving throw or take 11 (2d10) fire damage.

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 or fire blast attacks as it has heads.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Fire Blast. Ranged Spell Attack: +9 to hit, range 60/240 ft., one target. Hit: 9 (2d8) fire damage.

Inferno (Recharge 5-6). The hydra exhales fiery breath from all of its heads, creating a 30 foot cone of flame. Each creature in this area must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage for each living head on a failed save, or half as much damage on a successful one.

huge
monstrosity
cr9
nerzugals-extended-bestiary