Elder Abyssal False Shadow Hydra
Gargantuan aberration, fiend, chaotic evil
Armor Class 16 (Natural Armor), each head has 20 AC
Hit Points 650 (10 heads, each with 50 hit points)
Speed
5ft
Saving Throws STR +15, CON +17, WIS +14, CHA +14
Skills Insight +14, Perception +21, Stealth +12
Damage Vulnerabilities radiant
Damage Resistances poison, thunder, cold, fire, acid, non-magical damage
Damage Immunities necrotic, psychic (heals for 1/2)
Condition Immunities exhaustion, charmed, deafened, grappled, prone, stunned, paralyzed, petrified, restrained, knocked unconscious
Senses Truesight 120 ft., passive perception 31
Languages All
Innate Spell casting. The False Hydra's innate spell casting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no components:
At will: Detect Thoughts
3/day: Dominate Monster
Blindsong: All creatures of the False Hydra's choice that can hear the False Hydra sing must make a DC 15 Wisdom saving throw at the start of their turn. For each head which is singing, subtract 1d4 from their saving throw. The song requires each head to concentrate, and each singing head rolls a separate concentration check to maintain the song. The group of heads only rolls a concentration check if the body takes damage from a single attack over 50 hp.
Multiple Heads. The False Hydra has 10 heads. Each extra head gives the False Hydra an additional Action and Reaction. However, singing heads can take no actions or reactions. The False Hydra will use most heads to sing, unless they've lost concentration on the song.
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Many Minds. As long as the False Hydra has more than one head, it has advantage on all Intelligence, Wisdom, and Charisma saving throws, as well as advantage on all Perception and Insight checks.
Partially incorporeal. The False Hydra has become partly incorporeal, able to move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Deepening Gloom. A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 19) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp.
Calm Vulnerablilty. The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns and has disadvantage on all saving throws, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn't further affected by that casting of the spell. The False Hydra is not immune to this psychic damage.
Legendary resistance (3/day): If the False Hydra fails a saving throw, it can choose to succeed instead.
Actions
Engulf in Shadow. The False Hydra enters the space of Huge or smaller creatures. The creatures must make a DC 18 Constitution save. On a failure, they take 1d8 necrotic damage, and suffer 1 level of exhaustion. For every level of exhaustion a creature has when they fail this save, they take an additional 1d8 necrotic damage. A creature that reaches 6 levels of exhaustion doesn't die, but is rendered unconscious and cannot be awoken until Greater Restoration is cast on them.
Despairing Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) psychic damage.
Bonus Actions
Sing: The False Hydra can use a bonus action to stop singing or to start its song with an additional head.
Regrowth: The False Hydra can use a bonus action to begin regrowing a head that has died. It takes three Regrowth bonus actions to fully regrow a head. It regains 20 hit points each time it uses Regrowth.
Blink: The False Hydra teleports up to 20 feet towards an enemy that has resisted its Blind Song.
Legendary Actions
The false hydra can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The false hydra regains spent legendary actions at the start of its turn.
Sing: The False Hydra can use a legendary action to stop singing or to start its song with an additional head.
Regrowth: The False Hydra can use a legendary action to begin regrowing a head that has died. It takes three Regrowth bonus actions to fully regrow a head. It regains 20 hit points each time it uses Regrowth.
Blink: The False Hydra teleports up to 20 feet towards an enemy that has resisted its Blind Song.
Bite: The False Hydra makes a Despairing Bite attack.
Lair Actions
On initiative count 20 (losing initiative ties), the False Hydra takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The False Hydra spawns one Shadow Assassin for each head that has died. Each Shadow spawns next to the last creature that killed one of its heads.
- Each creature of the False Hydra's choice that it can see within 120 feet of it must succeed on a DC 18 Intelligence saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.
- The False Hydra targets one creature and gives them disadvantage on their next saving throw against the False Hydra's Blind Song.