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Lernaean Hydra

Lernaean Hydra 1
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Appearance: The Lernaean Hydra is a monstrous serpentine creature with nine heads. Its scales are dark and sleek, with each head crowned by razor-sharp teeth dripping with venom. Its eyes gleam with malevolence, and its breath is said to be toxic, capable of killing with a single breath.

Behavior: The Hydra is ferocious and relentless, driven by an insatiable hunger and an innate desire to cause chaos and destruction. It lurks in the murky depths of Lake Lerna, emerging only to hunt or defend its territory. Despite its bestial nature, the Hydra is cunning and strategic, employing ambush tactics and leveraging its regenerative abilities to outwit its opponents.

Habitat: The Hydra makes its lair in the dark waters of Lake Lerna, a foreboding and treacherous place shrouded in mystery. The lake’s murky depths provide the perfect cover for the creature to conceal itself and lay in wait for unsuspecting prey. Surrounding the lake are twisted marshlands and dense forests, adding to the Hydra’s aura of menace and danger.

Modus Operandi: The Hydra’s modus operandi is simple yet effective: it lies in wait for unsuspecting victims to approach the shores of Lake Lerna, then strikes with lightning speed, using its multiple heads to overwhelm and devour its prey. It is known to be particularly fond of ambushing heroes and adventurers who dare to venture too close to its territory, relishing the challenge they present.

Motivation: The Hydra’s motivations are primal and instinctual. It seeks only to feed its insatiable hunger and assert its dominance over its domain. While some myths suggest that it was raised by the goddess Hera as a tool of vengeance against her enemies, the Hydra’s true motivations lie in its inherent nature as a creature of chaos and destruction, driven by the primal urge to survive and thrive in its harsh environment.


  • Lernaean Hydra 5e
  • Lernaean Hydra 3.5
Lernaean Hydra
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Huge monstrosity, chaotic evil

Armor Class: 15 (natural armor)

Hit Points: 225 (18d12 + 108)

Speed: 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
23 (+6)12 (+1)22 (+6)3 (-4)10 (+0)7 (-2)

Skills: Perception +4

Damage Immunities: Poison

Condition Immunities: Frightened, Poisoned

Senses: Darkvision 60 ft., passive Perception 14

Languages: Understands Draconic but can’t speak

Challenge: 13 (10,000 XP)


Multiple Heads. The hydra has nine 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.

Head Regrowth. When a head is severed from the hydra’s body, two heads sprout from the stump, unless the stump is cauterized by fire damage.

Regeneration. At the start of its turn, the hydra regains 10 hit points for each head that has been cut off, as long as it has at least two heads remaining. If the hydra takes fire damage, this trait doesn’t function at the start of the hydra’s next turn. The hydra dies only if all its heads are cut off and not allowed to regrow.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wake of Venom. When a creature hits the hydra with a melee attack while within 10 feet of it, the hydra can use its reaction to exhale a cloud of toxic fumes. The attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) poison damage.

Siege Monster. The hydra deals double damage to objects and structures.


Actions

Multiattack. The Lernaean Hydra makes as many bite attacks as it has heads.(usually nine)

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 6) piercing damage plus 7 (2d6) poison damage.

Vicious Snap (Recharge 5-6). The hydra makes a bite attack against each creature within 10 feet of it.


Legendary Actions

The hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hydra regains spent legendary actions at the start of its turn.

  • Bite. The hydra makes one bite attack.
  • Reactive Heads (Costs 2 Actions). The hydra makes an opportunity attack with one of its heads.
  • Wake of Venom (Costs 3 Actions). The hydra uses its Wake of Venom reaction.

Regional Effects

The region within 1 mile of the Lernaean Hydra’s lair is warped by its foul presence, creating one or more of the following effects:

  • The waters of nearby lakes and rivers become tainted with poison, causing illness to those who drink from them.
  • Local flora and fauna mutate into monstrous versions of themselves, under the hydra’s influence.
  • Fog and mist shroud the area, obscuring vision and disorienting travelers.

If the Lernaean Hydra is slain, these effects fade over the course of 1d10 days.

Gustave Moreau: Heracles and the Lernaean Hydra, 1876
Gustave Moreau: Heracles and the Lernaean Hydra, 1876

Lerna is a region of springs and a former lake near the east coast of the Peloponnesus, south of Argos. It is most famous as the lair of the Lernaean Hydra.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

The Hydra of Lerna was a massive and poisonous serpent with nine heads. Every time one head was injured, another two grow in its place. Fire and acid prevent heads from growing back. The second labor of Hercules was to kill the Hydra. From the murky waters of the swamps of Lerna, the hydra would rise up and terrorize the countryside. The Hydra’s bite was venomous and its blood is poisonous even after its death.

The Hydra was the offspring of Typhon and Echidna.It was the sibling of the Nemean Lion, the Chimera and Cerberus amongst others.


The Lernaean Hydra
Huge magical beast (Cosmic)
Hit Dice49d10 + 735 (1,225 hp)
Initiative+18
Speed40 ft., Swim 80 ft.
Armor
Class
53 (+4 deflection, +10 Dexterity, +3 insight, +28 natural, -2 size), touch 25, flat-footed 40
Base Attack/Grapple+49/+71
Attack7 bites +61 melee (3d8 + 28 and poison) or 7 spits +57 ranged touch (10d6 acid and poison)
Full Attack7 bites +61/+56/+51/+46 melee (3d8 + 28 and poison)
Space/Reach15 ft./20 ft.
Special AttacksPoison
Special QualitiesDarkvision,fast healing 20, immortal head, Scent
SavesFort +47, Ref +42, Will +35
AbilitiesStrength 39, Dexterity 31, Constitution 40, Intelligence 8, Wisdom 16, Charisma 19
SkillsListen +29, Spot +29, Swim +74
FeatsAbility Focus (poison), Blind Fight, CleaveCombat Reflexes*, Great Cleave, Great FortitudeImproved Initiative, Improved Rapid Strike, Iron Will, lightning reflexes, Power Attack, Rapid Strike
Epic FeatsEpic Ability Focus (poison), Epic Fortitude, Epic Rapid Strike, Epic Reflexes, Epic Will, Superior Initiative
Climate/TerrainAncient Greece
OrganizationSolitary (unique)
Challenge Rating30
TreasureNone
AlignmentChaotic Evil

Combat

The hydra’s heads have 175 hp. 10 points of fire or acid damage must be dealt to the stump to prevent 2 more heads from growing back. The Lernaean hydra can support any number of additional heads. For every additional twenty one heads it gains, its size category is increased one step.

The hydra’s poison spit has a range of 500 feet.

Poison (Ex): Injury/contact; Fortitude DC 55, 3d6 Constitution/3d6 Constitution

Immortal Head: The Hydra’s immortal head has regeneration 50 if separated from its body. No known form of attack can deal regular damage to it, although it can be severed normally.

Currently in the World

The Lernaean Hydra, with its sleek, dark scales shimmering in the dim light, lurks beneath the surface of Lake Lerna. Its nine heads, each adorned with razor-sharp teeth dripping with venom, sway ominously as it surveys its murky domain. The creature’s eyes gleam with a predatory intensity, scanning the shadows for any signs of movement.

Currently, the Hydra lies in wait, coiled and ready to strike at a moment’s notice. Its surroundings are shrouded in a dense mist, with gnarled trees and twisted roots casting eerie silhouettes across the landscape. The air is thick with the scent of decay and damp earth, adding to the sense of foreboding that permeates the atmosphere.

Despite its monstrous appearance, there is an undeniable intelligence in the Hydra’s gaze, a cunning that belies its bestial nature. Its mood is one of anticipation, fueled by the thrill of the hunt and the promise of fresh prey. As the shadows deepen and the night falls, the Hydra remains vigilant, ever watchful for the next unfortunate soul to stumble into its lair.

See Also Hydra

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