Technic Hydra #
Like their organic counterparts, Technic Hydras have multiple heads that regrow when severed. Instead of fire, though, these creatures need a lightning attack to disrupt their nanotech and prevent regrowth.
Similar to the Myrmidons, the Hydra has the ability to focus its electrical energy into a single beam of lightning, though the Hydra’s is powerful enough to paralyze at range. The general consensus of those who study this creature (and live to tell about it) is that it uses this ability to aid in hunting and bringing down prey.
Technic Hydra #
Huge construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
- Damage Vulnerabilities lightning
- Damage Resistances psychic
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft, passive Perception 16
- Languages -
- Challenge 9 (5000 XP)
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken lightning damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra rests, at least one of its heads is awake.
Multiattack. The hydra makes as many bite attacks as it has heads.
Actions #
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 10 (1d10 + 5) piercing damage
Lightning Lash. Ranged Weapon Attack: +8 to hit, Range 20 ft, one target. Hit 5 (1d10) lightning damage. Recharge 5-6
The hydra can use one of its attacks to lash out at an enemy with a bolt of lightning.
On a successful hit, the target must make a DC 15 constitution saving throw or be paralyzed until the start of the hydra’s next turn.