๐ Credit: This monster was originally created by Arnold K. (Goblin Punch). This is a formatted version for easy use in your campaigns.
False Hydra
Armor Class 15 (natural armor)
Hit Points 175 (approximately 100 HP per head)
Speed 5 ft., burrow 40 ft.
Saving Throws Con +8, Wis +6
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses blindsight 60 ft., passive Perception 12
Languages understands Common but cannot speak
Challenge 10 (5,900 XP)
Actions
Running the False Hydra
The false hydra is not just a combat encounter - it's a psychological horror experience. This creature works best when you build suspense over multiple sessions before the reveal.
Signs of Infestation
- Empty houses with meals still on tables
- Townspeople who can't explain why they're crying
- Extra place settings at dinner for "no one"
- Notes written in handwriting no one recognizes
- Animals that panic for seemingly no reason
- Photos or portraits with people cut out or painted over
DM Tips
Build the mystery slowly. Have players make Wisdom saves periodically. On failures, describe scenes where they clearly saw something horrifying - but then immediately forget what it was. Pass notes to individual players about things only they notice.
Use the party against itself. If one player makes their save and another doesn't, the first player sees the hydra while the second sees nothing. This creates incredible tension.
The reveal is everything. When the party finally breaks free of the song (perhaps by going deaf, using Silence, or destroying enough heads), they suddenly remember EVERYTHING - all the people who died, all the horror they witnessed and forgot.