Holocron

Battle Hydra

Huge aberration · CR 9
sizeHugecr9
Battle Hydra
A two-headed flying aberration that bites, claws, and lands a poison-loaded stinger — hard to lock down and quick to punish a retreat.
Brute
How to run itWade in and full multiattack; save the stinger for a low-Con target, and use the bonus Reactive Heads opportunity attack to punish fleers.

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.