Hydra

Monster Manual (2025) p. 175

Size
Huge
Type
monstrosity
Alignment
unaligned
AC
15
Initiative
4
Hit Points
184 (16d12+80)
Speed
walk 40 ft., swim 40 ft.
Skills
Perception +6
Condition Immunities
blinded, charmed, deafened, frightened, stunned, unconscious
Senses
darkvision 60 ft.
Passive Perception
16
Challenge
8
Environment
coastal, swamp
STR
20
+5
DEX
12
+1
CON
20
+5
INT
2
−4
WIS
10
+0
CHA
7
−2

Traits

Proficiency Bonus

+3

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Hold Breath

The hydra can hold its breath for 1 hour.

Multiple Heads

The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra 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 20 Hit Points when it grows new heads.

Reactive Heads

For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.

Actions

Multiattack

The hydra makes as many Bite attacks as it has heads.

Bite

Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.

Other data

description

Hydras are storied hero slayers with vicious, serpentine heads and infamous regenerative powers. Endlessly hungry, they devour any creatures they catch. Hydras that deplete an area of prey often go into a lengthy torpor until new prey arrives. Most hydras have five heads, but some mature or battle-tested hydras have more. Such elder hydras might become local legends, known for their battles with heroes or for the riches lost in their domains. While many hydras claim their own territories, wicked deities might use them to guard treasures or magical sites. Roll on or choose a result from the Hydra Lairs table to inspire why a hydra lurks where it does.

Hydra Lairs:

1d4The Hydra Lurks Where It Does To...
1Ensure none claim the weapon of a fallen hero.
2Defend the home of a wise but sinister oracle.
3Guard a magical herb that blooms once a year.
4Protect a font of poison that pollutes a river.