Goose Hydra

large monstrosity, neutral

D&D 5.5 / SRD 5.2

Challenge 11 (7,200 XP)

Available with DM subscription
Register to save this monster forever!

This monster will be deleted in 6 days. Create a free account to claim all your generated content.

STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
4 (-3)
WIS
10
CHA
8 (-1)

Defense

Armor Class
15 (natural armor)
Hit Points
161 (17d12+51 +3)
Speed
30 ft., fly 25 ft., swim 20 ft., climb 30 ft.

Proficiencies & Senses

Saving Throws constitution, dexterity
Skills
Stealth +5, Survival +4, Perception +4
Senses
darkvision 60 ft.
tremorsense 30 ft.
passive Perception 14

Characteristics

Damage Vulnerabilities
Damage Resistances
bludgeoning, piercing, slashing
Damage Immunities
Condition Immunities
charmed, frightened
Languages Common (understands, cannot speak), Draconic (understands, cannot speak)

Traits and Actions

Savage Onslaught

Trait
Damage Rolls Rule
The hydra gains a +2 bonus to attack and damage rolls against any creature that is below half its maximum hit points.

Sinuous Mind

Trait
Charmed Condition
Frightened Condition
The hydra has advantage on saving throws against the Charmed and Frightened conditions, and its multiple heads allow it to remain alert even while resting.

Goose Instinct

Trait
Stealth Rule
Vision and Light Rule
While the hydra is in a body of water, it has advantage on Dexterity (Stealth) checks and can see through light rain or partially obscured water as if it were perfectly clear.

Regeneration

Trait
Regeneration Custom
Damage Types Rule
At the start of each of the hydra's turns, it regains 10 hit points if it has at least 1 hit point. If the hydra takes Acid or Fire damage, this trait does not function the following turn. Additionally, if the hydra loses a head, it regrows two new heads at the start of its next turn, but the number of heads cannot exceed 4.

Regeneration. The hydra regains hit points at the start of its turn, and Acid or Fire damage prevents it from doing so.

Multiattack

Action
Multiattack Custom
The hydra makes a number of Bite attacks equal to twice the number of heads it currently has (maximum of 8 attacks), then can use its Necromancing Shriek if available.

Multiattack. The hydra attacks once per head and then can shriek.

Bite

Action
Prone Condition
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+3) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Hissss-Terrify (Recharge 5-6)

Action
Poisoned Condition
The hydra emits a deafening, terrifying Bonk. Each creature of the hydra's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become poisoned with overwhelming rage -- the target has Acrobatic disadvantage on attack rolls, and must attack the nearest creature each turn for 1 minute, even if that creature is an ally.

Headless Vengeance

Reaction
Reaction Custom
When a head is severed, the hydra can make one Bite attack at the attacker as a reaction (the new head does not require a turn to be ready).

Monster Description

It feeds on fish, eggs, and sometimes drowns larger prey for fun.

Monster behavior

Generating monster description... Please wait.

Ecology

Generating monster description... Please wait.

History

Generating monster description... Please wait.

Ready to Unleash Your Dungeon Master Potential?

Join thousands of DMs and turbocharge your campaign preparation with Fable Fiesta!

Register, and get access to monster abilities, combat behaviour and lore!

Sign Up Now - It's Free!

No credit card required. Start writing in minutes!