Ulvenwild Hydra

Description:

ULVENWILD HYDRA
Huge monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 200 (17d12 + 80)
Speed 30 ft., swim 30 ft.
STR 20 (5) DEX 15 (3) CON 20 (5) INT 10 (0) WIS 15 (+3) CHA 7 (-2)

Skills Perception +8
Damage Resistances Resistances vary on environment. (red: fire, green: force, blue: water, white: cold)
Senses darkvision 120 ft., passive Perception 18
Languages
Challenge 12 (8,400 XP)
Hold Breath. The Hydra can hold its breath for 1 hour.

**. If Cain fails a saving throw, he can choose to succeed instead.

Misty Escape. When Cain drops to O hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. lfhe can’t transform, he is destroyed. While he has O hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least l hit point. After l hour in his coffin with O hit points, he regains l , hit point.

Regeneration. Cain regains 20 hit points at the start of his turn if he has at least l hit point and isn’t in running water or sunlight. lf he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

Spellcasting. Cain is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). He has the following wizard spells prepared:
-Cantrips (at will): mage hand, prestidigitation, ray of frost
-1st level (4 slots): comprehend languages, fog cloud, sleep
-2nd level (3 slots): detect thoughts, gust of wind, mirror image
-3rd level (3 slots): animate dead, fireball, nondetection
-4th level (3 slots): blight, greater invisibility, polymorph
-5th level (1 slot): animate objects, scrying

Innate Spellcasting. IN addition to normal spellcasting, he can innately cast the following spells, requiring no material components:
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop

Magic Resistance. Cain has advantage on saving throws against spells and other magical effects.

Magic Weapons. Cain’s weapon attacks are magical.

Master of Undeath. When Cain casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures remain under his control indefinitely. Additionally, he can caste create undead even when it isn’t night.

Spider Climb. Cain can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the following flaws:
Forbiddance. He can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water.
Sunlight Hypersensitivity. While in sunlight, Strahd takes 10 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

Lord of Vampires. Cain can command all vampires whose combined hit points don’t exceed 500. These vampires follow Cain’s commands. DC 25 Charisma saving throw to resist.

ACTIONS

Multiattack (Vampire Form Only). Cain makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 4) bludgeoning damage plus 5d6 necrotic damage. If the target is a creature, Cain can grapple it (escape DC 18) instead of dealing the bludgeoning damage.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Cain, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Cain regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Cain’s control.

Charm. Cain targets one humanoid he can see within 30 feet of him. If the target can see Cain, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Cain as a trusted friend to be heeded and protected. The target isn’t under Cain’s control, but it takes Cain’s requests and actions in the most favorable way and lets Cain bite it. Each time Cain or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Cain is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). Cain magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Cain can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Cain and obeying his spoken commands. The beasts remain for l hour, until Cain dies, or until he dismisses them as a bonus action.

LEGENDARY ACTIONS

Cain 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. Cain regains spent legendary actions at the start of his turn.
Move. Cain moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Cain makes one unarmed strike.
A Taste of Undeath. Cain casts chill touch (17th level).
Bite (Costs 2 Actions). Cain makes one bite attack.
Creeping Death (Costs 2 Actions). Cain chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Cain’s next turn. Creatures in that area are vulnerable to necrotic damage.

LAIR ACTIONS
Cain can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

-Cain’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Cain doesn’t need to see the creature, but he must be aware that the individual is in the lair.

-Cain causes up to six corpses within the lair to rise as skeletons, zombies or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.

-Cain causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the end of his next turn. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Cain releases their grasp (no action required).

REGIONAL EFFECTS

-Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.

-The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.

-If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness or Cain table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

Madness of Cain
01-20 “I want to achieve the everlasting existence of undeath.”
21-40 “I must consume everything I can!”
41-60 “Everyone around me is trying to kill me. I have to strike before they do.”
61-80 “There is more than one mind inside of my head.”
81-100 “There is only one solution to my problems: kill them all!”

Bio:

Ulvenwild Hydra

Darth Otaku overdark_ness8