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Nerdarchy > Dungeons & Dragons  > Terrorize 5E D&D Adventurers with the Hellmouth Hydra

Terrorize 5E D&D Adventurers with the Hellmouth Hydra

Play Your Next 5E D&D Game as a Mind Breaker
D&D Ideas -- Beasts

I am a huge fan of hydras and dragons. They are very cool creatures that can be used in so many different ways and on so many different levels. With the release of Tiamat by WizKids I was thinking of how one might use this mini either as something other than the Queen of Evil Dragons or her direct agent. If I made a new (obviously less powerful) stat block it would give people a chance to use this gorgeous mini.

WizKids D&D Icons of The Realms Miniatures: Gargantuan Tiamat

Lets face it. If you have this mini at your table it is a good idea to have more than one method to use it for as many options as possible. Tiamat is listed as a fiend so technically making a lieutenant that is also a fiend could easily be done. But the mechanics of D&D allow for so many other options as well.

Having the mini be a dragon is the easy choice, but what other directions could we go? With the creature being able to breathe multiple energy types, why not have it be an elemental? Another odd direction and certainly a weaker choice could be a golem. It could be a weird dragon flesh golem. I vaguely recall seeing such things, either in previous editions or made by third party publishers or both. But I think a fun direction to go, which lines up with the new release coming out soon is a monstrosity. What if we make it follow the hydra rules and it is a more powerful version of a dracohydra?

The Hellmouth Hydra is a being very few understand its origins and why its looks and powers are so draconic in nature.

Hellmouth Hydra

Gargantuan monstrosity, chaotic evil

Armor Class 25 (Natural Armor)

Hit Points 333 (18d20 + 144)

Speed 50 ft., fly 90 ft.

  • STR: 26 (+8)
  • DEX: 10 (+0)
  • CON: 26 (+8)
  • INT: 20 (+5)
  • WIS: 20 (+5)
  • CHA: 18 (+4)

Saving Throws STR +19, DEX +9, WIS +17

Skills Athletics +14, Perception +11

Damage Resistances Acid, Cold, Fire, Lightning, Poison

Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned

Senses Darkvision 240 ft., Passive Perception 21

Languages Common, Draconic

Challenge 20 (25,000 XP)

Proficiency Bonus +6

Legendary Resistance (4/Day). If the Hellmouth Hydra fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Hellmouth Hydra has advantage on saving throws against all other spells and magical effects.

Reactive Heads. For each head the Hellmouth Hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Multiple Heads. The Hellmouth Hydra can take more than one reaction per turn, rather than only one per round. It also has advantage on saving throws against being knocked unconscious. Whenever the Hellmouth Hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the Hellmouth 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 fire damage since its last turn. The Hellmouth Hydra regains 10 hit points for each head regrown in this way.

Wakeful. While the Hellmouth Hydra sleeps, at least one of its heads is awake.

Regeneration. If Hellmouth Hydra has at least 1 hit point, it regains 20 hit points at the start of her turn.

Actions

Multiattack. The Hellmouth Hydra makes one bite attack per head it has.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d6 + 8) slashing damage.

Dragon Breath (Recharge 4 –6). The Hellmouth Hydra exhales a blast in a 90-foot cone. Choose acid, cold fire, lightning or poison damage. Each creature in that area must make a DC 22 dexterity saving throw, taking 72 (16d8)  damage of the chosen type on a failed save, or half as much damage on a successful one.

Legendary Actions

The Hellmouth Hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Hellmouth Hydra regains spent legendary actions at the start of her turn.

  • Bite.
  • Dragon Breath (if available)(Costs 3 actions).
  • Roll to Recharge Dragon Breath.

Let me know what you think. Will you use this in your own epic game? Thanks for reading. Until next time, stay nerdy!

*Featured image — Tiamat, the evil queen of dragons is a fearsome god of greed, envy, and hoarded wealth. While chromatic dragons are her foremost worshipers, Tiamat accepts the worship of any who crave wealth. All chromatic dragons have a fearful reverence for their tyrannical queen, but many dragons of near-deific power and ambition chafe under her rule. [Illustration by Tyler Jacobson]

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table op role player for about 20 years 17 of which with the current group. I have played several itterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite being Quarrios.

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