The hydra gets an extra reaction that can be used only for opportunity attacks.
Battle Hydra
Huge aberration, neutral dark
CreatureScum and Villainy
At a glance
- Armor Class
- 14 (natural armor)
- Hit Points
- 126 (11d12 + 55)
- Speed
- 30 ft., fly 60 ft.
- Skills
- Perception +7
- Senses
- darkvision 60 ft., passive Perception 17
- Languages
- None
- Challenge
- 9 (5,000 XP)
Ability scores
- Str20+5Strength 20, modifier plus 5
- Dex12+1Dexterity 12, modifier plus 1
- Con20+5Constitution 20, modifier plus 5
- Int2-4Intelligence 2, modifier minus 4
- Wis12+1Wisdom 12, modifier plus 1
- Cha7-2Charisma 7, modifier minus 2
About this creature
The Battle Hydra is a type of large reptilian dragon-like Sithspawn that was created by the Sith Lord Exar Kun. They are known to have two heads that sit atop long, fluid necks. The heads hold a pair of yellow slitted eyes. There were some varieties of these beasts that have more than two heads.
Behavior. When left to their own devices, these beasts are mindless and shy creatures-a sharp contrast to their fearsome appearance. Battle hydras are known to be solitary animals that hunt alone. They spend most time aloft where they ride thermal currents in search of prey or threats. When prey is spotted, the battle hydra dives through the air, snapping with multiple jaws as well as their poisoned stinger. Once prey succumbs to either the attack or poison, the beast takes the corpse back to its lair where it is torn apart and devoured. These animals are, however, susceptible to influence or commands from Force-sensitive dark side users. Many of battle hydras have been used as personal shocktroopers for these dark-lords. Battle hydras are known to be particularly attracted to sites that are strong in the dark side of the Force. It is believed that perhaps these beasts draw some form of nourishment from these locations.
Traits
- Reactive Heads
- Two Heads
The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
- Wakeful
When one of the hydra's heads is asleep, its other head is awake.
Actions
- Multiattack
The hydra can make three attacks: two with its bite and one with its claws.
- Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) kinetic damage.
- Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
- Stinger
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) kinetic damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
