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Large monstrosity, unaligned

Armor Class 14
Hit Points 104 (16d8 +32)
Speed 30 ft.

19 (+4) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +6
Senses darkvision 60., passive Perception 16
Challenge 5 (1,800 XP)


  • Hold Breath. The hydra can hold its breath for 1 hour.
  • Multiple Heads. The hydra has four heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
  • Reactive Heads. For each head the hydra has beyond one. It gets an extra reaction that can be used only for opportunity attacks.
  • Wakeful Heads. While the hydra sleeps, at least one of its heads is awake.


  • Multiattack. The hydra makes as many bite attacks as it has heads.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 16). The hydra can grapple one creature for each head that makes a bite attack.
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