Here’s another interesting monster that I felt like tossing into the Bzallin’s Blacksphere adventure. Basically, I needed another incredibly difficult creature for a solo encounter. This one needs to be Challenge Rating 3 in order for it to be a decent challenge.
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 400 (32d12 + 192)
Speed 30 ft., swim 30 ft.
Abilities Str 22 (+6), Dex 16 (+3), Con 22 (+6), Int 2 (-4), Wis 12 (+1), Cha 7 (-2)
Saving Throws Str +13, Con +13, Wis +8, Cha +5
Skills Perception +15
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 25
Challenge 23 (50,000 XP)
Hold Breath. The hydra can hold its breath for 1 hour.
Magic Resistance. The hydra has advantage on saving throws against spells and other magical effects.
Magic Weapons. The hydra’s weapon attacks are magical.
Multiple Heads. The hydra has ten heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the 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 radiant damage since its last turn. The hydra regains 10 points for each head regrown in this way.
Reactive Heads. For each head the hydra head has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage, plus 7 (2d6) fire damage.
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Art by Shutterstock (used with permission).