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False Hydra

False Hydra

Medium aberration, neutral evil

False hydras are insidious creatures that take root in communities as a result of rampant falsehood. They start as small lumps of white flesh, but quickly grow their grotesque forms to colossal proportions as they feed on humanoid victims.

Armor Class 14 (natural armor)
Hit Points 95 (5d6+15+(number of Heads-1)*30)
Speed 10 ft.
STR
16
(+3)
DEX
14
(+2)
CON
16
(+3)
INT
12
(+1)
WIS
20
(+5)
CHA
8
(-1)
Skills Perception +8
Damage Resistances psychic
Senses passive Perception 18
Languages Any
Challenge 6 (2,300 XP)

Multiple Heads. The false hydra begins its life with one head, however, as it consumes more humanoid creatures the number of heads increases and it grows larger. Every time the false hydra grows a new head its maximum Hit Points are increased by 30. The number of creatures the false hydra must consume in order to grow another head also increases with each head that it grows. Consult the table below to determine how many humanoids the false hydra must consume to grow another head. If it grows 7 heads, the false hydra transforms into a Mature False Hydra after taking a long rest. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Extended Neck. The false hydra's heads have a sickeningly long neck. Each head can extend several hundred feet from it's body depending on the age of the false hydra. See the below table: Young (1-2 Heads): 120 ft. range Adult (3-4 Heads): 240 ft. range Mature (5-6 Heads): 480 ft. range Elder (7 Heads): 1240 ft. range

Actions

Multiattack. The false hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +6 (3+number of heads) to hit, reach 120ft., one creature. Hit: 7 (1d8 + 3 (number of heads)) piercing damage and the target is grappled.

Reactions

Reactive Heads. For each head the false hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.