Mother Hydra (5e Creature)

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Mother Hydra[edit]

Huge monstrosity (deep one), chaotic evil


Armor Class 20 (natural armour)
Hit Points 337 (25d12 + 175)
Speed 30 ft., swim 60 ft.


STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 25 (+7) 14 (+2) 18 (+4) 20 (+5)

Saving Throws Str +13, Dex +8, Int +8, Wis +10
Damage Vulnerabilities lightning
Damage Resistances poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Deep One, Tongue of the Great Old Ones
Challenge 20 (25,000 XP)


Amphibious. Hydra can breathe both air and water.

Aquatic. While in water, Hydra has advantage on attack rolls against non-aquatic creatures.

Magic Resistance. Hydra has advantage on saving throws against spells and other magical effects.

Magic Weapons. Hydra's weapon attacks are magical.

Matriarch's Sacrifice. When a deep one within a range of 60 feet of Hydra takes damage, Hydra can chose to take this damage instead of the deep one.

ACTIONS

Multiattack. Hydra makes three attacks: one with her bite, one with her claw and one with her mind grasp.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

Mind Grasp. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) psychic damage.

Matriarch's Blessing. Hydra chooses a deep one within 120 feet of her. This deep one regains 27 (4d10 + 5) hit points. Hydra cannot target herself with this ability.

LEGENDARY ACTIONS

Hydra can take 3 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. Hydra regains spent legendary actions at the start of her turn.

Attack. Hydra makes one bite attack or one claw attack.
Matriarch's Blessing (Costs 2 Actions). Hydra uses Matriarch's Blessing.
Matriarch's Curse (Costs 3 Actions). Hydra targets one creature that she can see within 30 feet of her. That creature must succeed on a DC 19 Charisma saving throw or be cursed for 1 hour. While cursed in this way, the target has disadvantage on attack rolls made against deep ones and on saving throws made against spells or effects created by deep ones.

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Mother Hydra is a gigantic deep one and the consort of Father Dagon. Together, they rule the deep one race and form a divine triumvirate with Cthulhu.



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