Free interactive D&D 5e SRD stat block

Hydra

Huge Monstrosity, CR 8, AC 15, 184 HP. Unaligned.

Huge Monstrosity, Unaligned

AC
15
Initiative
+4 (14)
HP
184 (16d12+80)
Speed
40 ft., Swim 40 ft.
ScoreModSave
STR 20 +5 +5
DEX 12 +1 +1
CON 20 +5 +5
INT 2 -4 -4
WIS 10 +0 +0
CHA 7 -2 -2
Skills
Perception +6
Immunities
Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses
Darkvision 60 ft.; Passive Perception 16
Languages
None
CR
8 (XP 3,900; PB +3)

Traits

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra 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 20 Hit Points when it grows new heads.

Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks.

Actions

Multiattack. The hydra makes as many Bite attacks as it has heads.

Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10+5) Piercing damage.

How to run Hydra

A hydra is the encounter that teaches your party the difference between damage and damage type. Five heads, five Bite attacks per Multiattack at +8 for 10 piercing each, 184 HP, AC 15, walk 40 ft., swim 40 ft. The Multiple Heads trait is the whole fight: every 25 damage in a single turn kills one head, and at the end of the hydra's turn each dead head grows back as two unless the hydra has taken Fire damage since its last turn. The hydra also regains 20 HP when it grows new heads. Reactive Heads gives one extra Opportunity Attack reaction per head beyond the first.

Open in water if you can. Swim 40 ft. plus Hold Breath for an hour means the hydra ambushes from a swamp pool or river by surfacing in the middle of the marching order, and the heads can attack from 10 ft. of reach in every direction. The first round, take five Bite attacks and spread them across the party so every PC has to think about engagement. Reactive Heads makes movement around the hydra expensive: anyone breaking off without Disengage triggers up to four opportunity attacks. The party that doesn't bring fire learns this the slow way.

The interesting decision space is the head economy. If a player hits one head for 25 in a turn, that head dies and the hydra grows two back at end of turn unless someone has dealt fire damage since the hydra's last turn. So the gameplay loop is: do 25 to a head, then have someone (anyone) put 1 fire damage on the hydra before its next turn ends, or the head count goes up. Run this honestly. Let the players discover it. The first time the cleric realizes they need to torch the stump, the encounter becomes a puzzle.

The hydra is immune to Blinded, Charmed, Deafened, Frightened, Stunned, and Unconscious. No save-or-suck. It does not surrender, does not flee, and it has Int 2, so it does not change tactics. It bites until it dies. End the encounter when the last head goes, and let the party stand in the bloody water for a beat.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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