Pyrohydra, Greater

Family: Hydra

Huge monstrosity, unaligned

Armor Class 17 (natural armor)
Hit Points 218 (19d12 + 95)
Speed 30 ft., swim 30 ft.

21 (+5) 12 (+1) 21 (+5) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +10
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 20
Challenge 16 (15,000 XP)

Special Traits

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


  • Multiattack. The greater pyrohydra makes one Bite attack with each head.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 5 (2d4) cold damage.
  • Fire Breath (recharge 5-6). The greater pyrohydra uses all its heads to exhale flame which fills a 25-foot radius sphere centered on a point it chooses within 50 feet of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save or half as much on a successful one.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene