Battle Hydra

Armor Class 14 · Hit Points 126 (11d12 + 55) · Speed 30 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 | 12 | 20 | 2 | 12 | 7 |
Reactive Heads (Trait). The hydra gets an extra reaction that can be used only for opportunity attacks.
Two Heads (Trait). The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful (Trait). When one of the hydra's heads is asleep, its other head is awake.
Multiattack (Action). The hydra can make three attacks: two with its bite and one with its claws.
Bite (Action). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) kinetic damage.
Claws (Action). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Stinger (Action). 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.