b'Hydra \n'b'  Large   monstrosity ,  unaligned  \n'b'  Armor Class  14 \n'b' Hit Points  104 (16d8 +32) \n'b' Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  14 (+2)  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 \n'b' Senses   darkvision  60., passive  Perception  16 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Hold Breath . The  hydra  can hold its breath for 1 hour. \n'b'  Multiple Heads . The  hydra  has four 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 Heads . 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 : +6 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) piercing damage, and the target is  grappled  (escape DC 16). The  hydra  can grapple one creature for each head that makes a bite  attack .'