Dracohydra

Huge monstrosity, typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

218 (19d12 + 95)

Speed

walk 30 ft., swim 30 ft., fly 30 ft.

Skills

Perception +9

Senses

darkvision 60 ft.

Languages

understands Draconic but can't speak

Challenge

11

Proficiency Bonus

+4

Multiple Heads

The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies. At the end of its turn, the dracohydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way.

Reactive Heads

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

Wakeful

While the dracohydra sleeps, at least one of its heads is awake.

Actions

Multiattack

The dracohydra makes as many Bite attacks as it has heads.

Bite

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.

Prismatic Breath (Recharge 4-6)

The dracohydra's heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.