Hydrarch Warplate

large construct, neutral evil

D&D 5e / SRD 5.1

Challenge 9 (5,000 XP)

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STR
21 (+5)
DEX
9 (-1)
CON
22 (+6)
INT
12 (+1)
WIS
14 (+2)
CHA
17 (+3)

Defense

Armor Class
18 (natural armor)
Hit Points
138 (12d10 + 72 +6)
Speed
30 ft.

Proficiencies & Senses

Saving Throws con, wis
Skills
Arcana +5, Religion +5, Perception +6
Senses
darkvision 60 ft.
passive Perception 16

Characteristics

Damage Vulnerabilities
Damage Resistances
fire, necrotic
Damage Immunities
poison, psychic
Condition Immunities
charmed, frightened, poisoned, exhaustion
Languages understands Common and Draconic but cannot speak

Spellcasting

Spellcasting

Spellcasting
The Warplate casts one of the listed spells, requiring only a verbal component (a chorus of hollow roars from its heads). Charisma is its spellcasting ability.
cha +7 to hit Level 2 Level 3
hold person SRD Level 2
mirror image SRD Level 2
counterspell SRD Level 3
fear SRD Level 3

Traits and Actions

Multi-Headed Armor

Trait
Hydra Heads Custom
The Warplate has five heads. While it has more than one head, it has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. It cannot be flanked while more than one head remains.

Head Regrowth

Trait
Hydra Multiple Heads Custom
When the Warplate takes 25 or more damage in a single turn and has fewer than five heads, one severed head regrows and the Warplate regains 10 hit points. If it takes fire damage, this trait doesn't function until the end of its next turn.

Animated Menace

Trait
Construct Type Custom
The Warplate is an empty suit of armor animated by bound spirits. It doesn't require air, food, drink, or sleep.

Construct Type. is_custom false; standard construct traits apply.

Multiattack

Action
The Warplate makes as many bite attacks as it has heads.

Bite

Action
Attack Roll Custom
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) force damage.

Wail of the Hollow Legion (Recharge 5-6)

Action
Frightened Condition Custom
Each of the Warplate's heads emits a discordant shriek. Each creature within 30 feet must make a DC 15 Wisdom saving throw. On a failure, a creature takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, it takes half damage and isn't frightened. A frightened creature can repeat the save at the end of each of its turns.

Coiling Advance

Bonus Action
The Warplate moves up to half its speed without provoking opportunity attacks.

Interposing Helm

Reaction
Reaction Custom
When a creature within 10 feet of the Warplate is hit by an attack, one head interposes itself, granting that creature a +3 bonus to AC against the attack, potentially causing it to miss. The head is destroyed on a miss if the attack's total equals or exceeds 18.

Reaction. is_custom false; standard reaction timing.

Combat Behavior

Tactics


• Opens with fear or hold person to disable threats
• Uses Coiling Advance to spread bite attacks across multiple foes
• Spends heads via Interposing Helm to shield allies

Combat Style

aggressive front-line controller

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