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Hydra, Necrotic

Family: Hydra

Huge monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft.

20 (+6) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Challenge 8 (3,900 XP)


  • Hold Breath. The hydra can hold its breath for 1 hour.
  • Multiple Heads. The hydra has five 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. While the hydra sleeps, at least one of its heads is awake.


  • Multiattack. The hydra makes as many Necrotic Bite attacks as it has heads.
  • Necrotic Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) necrotic damage. If the target is a living creature, it must attempt a DC 15 Constitution saving throw or have its speed reduced by 10 feet for 1 minute. This effect counts as a poison but does not apply the poisoned condition. Creatures attempt this saving throw only once per turn, but if they are hit by multiple bite attacks, they make the saving throw with disadvantage. The speed reduction stacks, and if a creature’s speed is reduced to 0, that creature is paralyzed until its speed is increased above 0. The paralysis can be removed by anything that cures poison or disease, such as lesser restoration, or by a DC 15 Wisdom (Medicine) check made using a healer’s kit. In either case, the affected creature’s speed returns to normal.
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