Pseudohydra (5e Creature)

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Pseudohydra[edit]

Tiny monstrosity, unaligned


Armor Class 14 (natural armour)
Hit Points 7 (2d4 + 2)
Speed 15 ft., swim 15 ft


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)


Keen Senses. The pseudohydra has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Limited Telepathy. The pseudohydra can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Hold Breath. The pseudohydra can hold its breath for 1 hour.

Multiple Heads. The pseudohydra has three heads. While it has more than one head, the pseudohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the pseudohydra takes 2 or more damage in a single turn, one of its heads dies. If all its heads die, the pseudohydra dies.
At the end of its turn, it grows back two heads for each of its heads that died since last turn, unless it has taken fire damage since its last turn. The pseudohydra regains 2 hit points for each head regrown in this way.

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

Wakeful. While the pseudohydra sleeps, at least one of its heads is awake.

ACTIONS

Multiattack. The pseudohydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


A pseudohydra looking over the land, by Tinamarie Filbert, Source

The pseudohydra is, for most intents and purposes, a tiny hydra. The pseudohydra should be able to be tamed by approaching it slowly and offering it meat, letting it devour the meat.



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