Insert the Crystal Before the Hydra Breaks the City
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The Spine RidgeThe Scale TrenchThe Banishing Socket
Combat EncounterDND5E 2024Party L16 · 6 PCs
Insert the Crystal Before the Hydra Breaks the City
Read Aloud
Run uphill as the Hydra's back heaves beneath you. Void-born shapes crawl from the scale seams, blocking the wound where the crystal must go. The spine rolls, the vents flare black, and the creature thrashes to shake you loose.
Forces
2xStar Spawn HulksBRUISER
Psychic Mirror · Uncanny Strength · Siege-Born Frame · Alien Mind
CR10 (5,900 XP)
AC9
HP136
4xStar Spawn ManglersSKIRMISHER
Ambush · Shadow Stealth · Collapse
CR5, 1,800 XP
AC14
HP71
1xStar Spawn SeerCONTROLLER
Out-of-Phase Movement · Collapse Distance · Alien Telepathy · Unnatural Mind
CR13 (10,000 XP)
AC10
HP153
Battlefield Zones
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The Spine Ridge
A narrow run between raised scales; the spine flexes beneath every step.
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The Scale Trench
A deep groove between vertebrae, crowded with jagged scales and black fluid.
3
The Banishing Socket
A flat plate at the base of the Hydra's central neck, marked by a crystal-shaped wound.
Terrain Levers
- A ridge of armored scales tilts 15 feet when the Hydra turns; creatures must succeed on a DC 18 Dexterity saving throw or slide 10 feet.
- Black vents along the spine erupt with void flame when struck; a creature within 10 feet takes 14 (4d6) force damage, DC 18 Dexterity save for half.
- The crystal socket is exposed only when three spine plates are pried apart; opening it takes an action and a DC 20 Strength or Thieves' Tools check.
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