1. Races

Thessalhydra

Huge Monstrosity, Unaligned
AC 14 (natural armor)
Initiative +1 (11)
HP 69 (6d12 + 30)
Speed 30 ft., Swim 30 ft.
mod
save
mod
save
mod
save
Str
19
+4
+4
Dex
12
+1
+1
Con
20
+5
+5
Int
5
-3
-3
Wis
10
+0
+0
Cha
7
-2
-2
Skills Perception +4
Immunities Acid; BlindedCharmedDeafenedFrightenedStunned
Senses Darkvision 60 ft., Passive Perception 14
Languages —
CR 4 (XP 1,100; PB +2) 

Actions

Multiattack. The thessalhydra makes one maw attack and one Flurry of Bites.

Flurry of Bites. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage.

Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage.

Tail Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer.

Acid Saliva (Recharge 5–6). The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Action Uses: 2. Immediately after another creature's turn, The thessalhydra can expend a use to take one of the following actions. The thessalhydra regains all expended uses at the start of each of its turns.

  • Detect. The thessalhydra makes a Wisdom (Perception) check with advantage.

  • Tail Swipe. The thessalhydra makes a tail pincer attack.