Feral Hydris (5e Monstous creature.)
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"A monster's monster." ~ Knight commander Fredrick.
A hydris is usually leaves their tribes to for a unique purpose or either to become independent, most times they would turn to banditry or mercenary work but in rare cases they can devolve into a horrifying creature, This monstrous form is known as a feral hydris.
A feral hydris is formed from having their ancient blood running rampant and mutating their body, the overall the body of a feral Hydris something of a mixture between the base race and a full blown hydra.
When the ancient blood mutates, the hydris loses their rationality as well as the ability to stand on two legs, making it move like a quadrupedal animal.
Large monstrosity, chaotic evil
Armor Class depends on the scale colour (see race for information), otherwise a ac of 15 ("", also a feral hydris gains the armour of the changed hydris.)
Saving Throws Constitution
Mutated ancient blood. The blood of ancient running rampant regenerates the body constantly without having to draw on its power. in combat at initiative turn 0, a feral hydris regenerates its constitution modifier times two, (+4 modifier so at turn 0 a feral hydris regains 8 hit point's).
Multiple heads. A normal hydris has 3 heads and this is no different for a feral hydris, but the mutated ancient blood heightens the senses of an normal hydris making it so as a combat action a feral hydris can change the trait of dark vision into Heat vision and vise-versa.
The perfect predator. once damaged by a feral hydris, the feral hydris can track your location for over 1 week, unless killed the feral hydris who has damaged you can enter into any combat situation as a third party for the next week, to calculate the random chance of this is by rolling a d100 at after the initiative order is generated, if the result is below 20 add the feral hydris to the battle at initiative 1 in any hidden location.
multi-Bite. Melee Weapon Attack:3 attacks, +3 to hit, reach (neck length) ft., 1-3 targets. Hit: 6 (1d6 + 3) piercing damage.
Ram/coil. Melee Weapon Attack: The feral hydris has to travel 10ft towards an enemy, the gm flips a coin with head's resulting in a ram attack while tails results in a coil attack. +2 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) Bludeoning damage. if the attack is a ram and has hit , the enemy has to pass an strength saving throw of 14 or is knocked prone. If the attack is a coil and has hit, the enemy has to pass an dexterity saving throw of 15 or is grappled.
Neck swipe. Melee Weapon Attack: players in no armour or light armour can roll a dexterity saving throw to dodge this attack. +2 to hit, reach (neck length) ft., cone area of effect in front of feral hydris. Hit: 6 (3d4 + 0) Bludioning damage.
when a feral hydris is reduced to half hit points, the feral hydris will start to attempt to flee the combat.
a monsters monster, feral hydris are a mutation of an ancient blood making them hulking creatures of carnage, their sheer power is overwhelming and are extremely hard to kill. when you find a feral hydris for the first time, it is recommended to kill it immediately and not allow it to escape because it is known to be able to hunt a beast 3 times its size when given enough time.
there was once a sighting of a black scale feral hydris, when it was sighted for the first time, an entire knight cavalry platoon of the local kingdom was sent to exterminate it. It defeated them and ate their horses first, then left the alone for an hour, after the platoon thought they were safe it striked again killing the commanders, this process repeated till all that was left was blood and bones.