b'Hydra, Necrotic \n'b'  Family:   Hydra  \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  172 (15d12 + 75) \n'b' Speed  30 ft., swim 30 ft.\n'b' STATS STR: 20 (+6) 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 \n'b' Senses   darkvision  60 ft., passive  Perception  16 \n'b' Languages  \xe2\x80\x94 \n'b' Challenge  8 (3,900 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 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 Necrotic Bite attacks as it has heads. \n'b'  Necrotic Bite .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 10 (1d10 + 5) necrotic damage. If the target is a living creature, it must attempt a DC 15  Constitution  saving throw or have its speed reduced by 10 feet for 1 minute. This effect counts as a poison but does not apply the  poisoned  condition. Creatures attempt this saving throw only once per turn, but if they are hit by multiple bite attacks, they make the saving throw with disadvantage. The speed reduction stacks, and if a creature\xe2\x80\x99s speed is reduced to 0, that creature is  paralyzed  until its speed is increased above 0. The paralysis can be removed by anything that cures poison or disease, such as  lesser restoration , or by a DC 15  Wisdom  ( Medicine ) check made using a healer\xe2\x80\x99s kit. In either case, the affected creature\xe2\x80\x99s speed returns to normal.'