SS | Imperial Hydra
20 str (+5), 18 dex (+4), 22 con (+6), 16 int (+3), 18 wis (+4), 16 cha (+3)
Saves - STR +8, CON +10
Advantage vs Poison, Physical Immobilization, Chemical
Resists Necrotic, Moonsilver, Radiant, Lightning
Weak to Ice, Body is weak to Fire when heads are destroyed.
Legendary - 4/4 - Head ability, Perception check, Attempt Save
30ft walk, 90ft fly
Atomic Regeneration - The Hydra's heads regenerate 30 hp at the start of each turn, and its body regenerates 10 health at the start of each turn.
Redpill Rundown - The Hydra's body can only be damaged when all three heads are currently destroyed. If an attack targets the body, a random roll is made for which head takes damage instead. When the Hydra takes an AoE hit, only one hit is calculated.
Each head has 200 hp and the same AC as the body. Once destroyed, they must regenerate to 90 health before they become active again. During this period they cannot be damaged (their regeneration is instantenous). When a head is destroyed, the body takes 50 damage.
Attacks -
The Hydra makes as many attacks as it has Heads currently active and one ability.
Lightning Breath - (Recharge 2 rounds per) Cone 30ft or beam 100ft. DC 15 DEX save vs 8d6 Lightning damage.
Poison Breath - (recharge 3 rounds per) - Beam 100ft. DC 17 CON save vs Poison, which they can repeat at the end of their following turns. The units are Poisoned and take 7d4 Poison damage each failure. The Poison also reduces AC by 1 each failure until recovery.
Bite - Reach 15ft, +9 to hit, 5d6+5 Piercing damage. Medium units or smaller make a DC 18 STR save vs Restrain by that head.
> Devour - Once Restrained, the Hydra can use Devour from that head on the restrained unit. Unit makes a DC 18 STR save vs Devour. Once devoured, the unit is contained in the head for 1 round and is considered Stunned. Destroying the head frees the unit. Else, it enters the body and takes 6d6 Acid damage at the end of the Hydra's following rounds. If the hydra takes more than 30 damage in one hit, it makes a concentration save or ejects the unit and leaves them prone and Slowed until the end of their next turn.
Snap - Reach 15ft, +12 to hit, 4d6+5 Slashing damage.
Abilities -
Wing Buffet - 60ft distance 40ft width wall of air blasts units. DC 18 STR save vs Knockback to extent of spell's reach and knock to prone.
Absorb Lightning - If there is a lightning effect nearby, the Hydra can absorb it (Domain contest +3) which supercharges its lightning with double range and restores its lightning cooldowns.
Tail Slam - DC 15 DEX save in 15ft radius within 20ft of hydra. 5d6+5 Bludgeoning damage.