No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 8 (3,900 XP), Huge monstrosity, Unaligned
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages None
Multiple Heads. The hydra has five heads. It dies only if all its heads are destroyed. For every 25 damage a head takes in a single turn, one head is destroyed. At the end of its turn, it grows two heads for each one destroyed that turn, unless it took fire damage to the stump since its last turn.
Wakeful. While the hydra sleeps, at least one head is awake.
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.
How hard a fight? Against a party of four, a single hydra is deadly at levels 1–4, hard at levels 5–6, medium at levels 7–8 and easy at levels 9–11, and barely a challenge from level 12. Add allies or more foes in the encounter generator.
Where you'll find it: swamps, coasts and grasslands.
Story hooks
Similar creatures: Abominable Yeti, Chimera, Drider, Froghemoth, Medusa, Spirit Naga, Yuan-ti Abomination.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.