
Fantasy
A peaceful land full of powerful kingdoms that could start a war for the smallest of reasons, in truth it's peaceful, but very racist. Tieflings are seen as demons, Elf's are seen as egotistical freaks, Orc's are seen as violent bruits, so on, and so forth. The wilderness is just as unforgiving as people are, it's packed full of every single monster your mother warned you about, but it's nothing compared to Zeth. Zeth the Dragon Priest is an almost unstoppable force.
Author's Note: This is my first world, but I will keep it updated as much as I can, if you want to contact me so I can change something text my number (863-244-9077) please don't abuse my number, I'm just trying to get feedback.
Played | 0 times |
Cloned | 0 times |
Created | 12 days ago |
Last Updated | 5 days ago |
Visibility | Public |
HP Range350 - 350 (Avg: 350)
AC18
XP25000
Description
The Greater Hydra is a massive serpent-like creature with multiple heads that can regenerate and attack independently. It is a formidable foe that strikes fear into the hearts of many adventurers.
Details
Size | Huge |
Type | Monstrosity |
CR | 20 |
XP | 25000 |
Languages | None |
Defenses
Armor Class | 18 |
HP Range | 350 - 350 (Avg: 350) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite Attack
The Greater Hydra makes a bite attack with each of its heads, dealing 21 (3d8 + 7) piercing damage per successful attack.
Electric Breath
The Greater Hydra unleashes a line of electricity, requiring creatures in a 60 ft. line to make a Dexterity saving throw DC 18. Failing creatures suffer 63 (18d6) electric damage, half on a success. Recharges after 5-6 turns.
Frost Breath
The Greater Hydra breathes a cone of frost, forcing a Dexterity saving throw DC 18. On a failure, creatures take 63 (18d6) cold damage, half on a success. Recharges after 5-6 turns.