Sonic Blast (Recharge 5–6) The false hydra let's out a vicious scream. If the target's HP drops to 0 while engulfed, or dies, it is immediately consumed. ![]() The false hydra can have only one creature engulfed at a time. If the false hydra's head moves or it's body moves, the engulfed target moves with it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 25 Constitution saving throw at the start of each of the false hydra's turns or take 13 (2d8 + 5) bludgeoning damage. Hit 5 (1d6 + 2) The false hydra engulfs a Huge or smaller creature grappled by it. The false hydra can grapple one creature per head at a time.Įngulf Melee Weapon Attack: +11 to hit, one target. If the target is a Huge or smaller creature, it is grappled (escape DC 18) and takes 13 (2d8 + 5) constrict damage at the start of each of its turns until the grapple ends. Actionsīite Melee Weapon Attack: range age dependent +11 to hit,one target. Creatures within a 15 foot cone take 15 (5d6) sonic damage. Sonic Pulse The false hydra targets a creature within range of one of it's heads and blasts it with a cone of noise. The false hydra regains spent legendary actions at the start of its turn.īite The false hydra makes a bite attack. It can take only one legendary action at a time and only at the end of another creature’s turn. The false hydra can take 3 legendary actions, choosing from the options below. Once a head is grown, the percent chance reduces to 0. ![]() If the false hydra then ate a Large Wizard, he would gain an additional 10% chance for a total of 15% chance to grow a head. For example, a Small Fighter would be a cumulative 5% chance. If the creature has class levels, increase the chance by 2%. For each creature size below with an Int of 4 or higher, the false hydra has a cumulative chance to grow a new head upon consumption. Grow Heads As the false hydra eats creatures, it has a cumulative chance of growing a new head. The heads movement can provoke an attack of opportunity and all parts of the head and neck can be targeted if extended. See the below table:Ī head can recoil into it's body or shoot out to the full range as a move action. ![]() Each head can extend several hundred feet from it's body depending on the age of the false hydra. It does not gain additional move and bonus actions.Įxtended Neck The false hydra's heads have a sickeningly long neck. If the false hydra has 3 heads, it has 3 actions on it's turn (in addition to move and bonus actions). Multiple Heads The false hydra gains an additional action per turn equal to the quantity of heads it has. Legendary Resistance (3/Day) If the false hydra fails a saving throw, it can choose to succeed instead. It can innately cast the following spells, requiring no components: The false hydra's innate spell casting ability is Charisma (spell save DC 20). Senses Blindsight 120 from each head Passive Perception 14.
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