b'Pyrohydra, Twelve-headed \n'b'  Family:   Hydra  \n'b'  Huge   monstrosity ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  230 (20d12 + 100)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX:  12 (+1)  CON:  20 (+5)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +10  Senses   darkvision  60 ft., passive  Perception  20  Damage Immunities  fire  Languages  \xe2\x80\x93  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'   Hold Breath . The pyrohydra can hold its breath for 1 hour. \n'b'  Multiple Heads . The pyrohydra has twelve heads. While it has more than one head, the pyrohydra has advantage on saving throws against being  blinded ,  charmed , deafened,  frightened , stunned, and knocked unconscious. Whenever the pyrohydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the pyrohydra 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 pyrohydra regains 10  hit points  for each head regrown in this way. \n'b'  Reactive Heads . For each head the pyrohydra has beyond one, it gets an extra  reaction  that can be used only for opportunity attacks. \n'b'  Wakeful . While the pyrohydra sleeps, at least one of its heads is awake. \n'b'  Actions \n'b'   Multiattack . The pyrohydra makes as many bite attacks as it has heads. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) piercing damage and 7 (2d6) fire damage. \n'b'  Fire Breath (Recharge 5-6) . The pyrohydra exhales fire in a 15-foot cone. Each creature in that area must make a DC 15  Dexterity  saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Each head has its own recharge counter.'