CRYOHYDRAHuge monstrosity, unaligned
DEFENSEArmor Class 15 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft., swim 30 ft.
|STR 20 (+5)||DEX 12 (+1)||CON 20 (+5)||INT 2 (-4)||WIS 10 (+0)||CHA 7 (-2)|
STATISTICSSkills Perception +8
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 18
Challenge 9 (5,000 XP)
Hold Breath. The cryohydra can hold its breath for 1 hour.
Multiple Heads. The cryohydra has five heads. While it has more than one head, the cryohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Whenever the cryohydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the cryohydra 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 cryohydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the cryohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. When one of the cryohydra's heads is asleep, its other head is awake.
Multiattack. The cryohydra makes as many bite attacks or breath weapon attacks as it has heads. All heads breathe on the same turn. Each breath weapon can target a different opponent.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Breath Weapon (Recharge 5-6). The cryohydra exhales cold in a 30-foot line that is 5 wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 11 (2d10) cold damage on a failed save, or half as much damage on a successful one.