b'Hydra \n'b'  Family:   Hydra  \n'b'  Huge   ravager  (devastation),  chaotic evil or unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  172 (15d12 + 75);  Wound Threshold  43  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'\n'b'  Skills   Perception * +6  Senses   darkvision  60 ft., passive  Perception  16  Languages  Phantasm  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Corrosive Fluids . After dealing a Wound or a critical hit to the hydra, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'  Hold Breath . The hydra can hold its breath for 1 hour. \n'b'  Multiple Heads . The hydra has five 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 fire damage since its last turn. The hydra regains 10  hit points  for each head regrown in this way. \n'b'  Reactive Heads . For each head the hydra has beyond one, it gets an extra  reaction  that can be used only for opportunity attacks. \n'b'  Wakeful . While the hydra sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The hydra makes as many bite attacks as it has heads. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' With its many voracious heads that grow back when cut off, the hydra has become the very embodiment of the Cankerous threat in the eyes of the public. Each of these creatures expresses the power of a mature Cankerous nest, which has drawn from considerable resources in order to birth it. A hydra goes to battle escorted by many other ravagers. \n'b' Venomous Hydras \n'b' By using this option, the blood of hydras becomes venomous. Creatures exposed to Corrosive Fluids must also resist this poison. \n'b'  Type : contact \n'b'  Effect : the creature must make a DC 16 (hydra) or DC 18 (growth-bearing hydra)  Constitution  saving throw, taking 8d10 (44) poison damage on a failure, or half as much damage on a success. \n'b' A hydra can absorb a mature beating growth, and thus the heart of a Cankerous nest. This condemns the nest to dereliction, but allows the creation of a new nest in a more favorable site. Once such a site has been found, the hydra regurgitates the growth, which resumes its reproductive function. As for the growth-bearing hydra, it withers away upon reaching its destination. Its remains then feed the Cankerous heart, which becomes capable of producing numerous ravagers in just a few days.\xc2\xa0A nest deprived of a transplanted growth dies more slowly than when the growth is destroyed: this means adventurers may still visit the nest, encounter a weakened adversary, and eventually discover that the beating growth is gone. \n'b' \xe2\x80\x9c Gold -Bearing\xe2\x80\x9d Hydras \n'b' A common mistranslation of the dvaergen name for the growth-bearing hydra giving it the moniker of \xe2\x80\x9c  gold  -bearing hydra.\xe2\x80\x9d Greedy adventurers have lost their lives due to this misunderstanding, as they were convinced to be facing monsters that would earn them a huge fortune at little cost. Then, the corpses of such reckless idiots become the breeding grounds for new Cankerous nests\xe2\x80\xa6'