Hydra God (5e Creature)
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Gargantuan monstrosity, chaotic evil
Saving Throws Str +24, Dex +15, Wis +24
Hold Breath. The hydra can hold its breath for 1 hour.
Legendary Resistance (5/Day). When the hydra fails a saving throw it can decide to succeed instead.
Magic Weapons. The hydra's weapon attacks are magical.
Multiple Heads. The hydra has ten heads. While it has more than one head, the hydra has advantage on saving throws against being stunned and knocked unconscious.
Siege Monster. The hydra deals double damage to objects and structures.
Multiattack. The hydra can use its Frightful Presence. It then makes as many bite attacks as it has heads, followed by a tail attack.
Bite. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 32 (4dl0 + 10) piercing damage plus 14 (4d6) force damage.
Tail. Melee Weapon Attack: +24 to hit, reach 45 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the hydra’s choice that is within 240 feet of the hydra and aware of it must succeed on a DC 32 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hydra's Frightful Presence for the next 24 hours.
The hydra can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hydra regains spent legendary actions at the start of its turn.
Bite. The hydra makes one bite attack.
This divine creature is what came of the culmination of hundreds of hydra souls condensed into a catalyst. Its white scales shimmer in the light, and its terrible presence shakes the world. Standing over 200 feet tall, the hydra god is a force to be reckoned. In the rare event that it comes to the Material Plane, the world is inevitably thrown into chaos and unrest.