D&D – Five Spheres of Mystara
Monster Codex – Monstrocity – Hydra of the Spheres
Source: Monster Manual (5e-wiz-mm-p190)
This is a modified version of the Hydra designed as a tomb guardian. Its appears as a five headed dragon from a distance, and as you get closer each of its heads appears to be painted a different colour. Once your within hearing range of 50ft you can hear the different elemental effects coming from each of the heads.

Hydra of the Spheres (air aspected)
- Large Monstrocity (Hydra), unaligned
- Armour Class – 15 (natural armour)
- Hit Point – 34 (3d12+5) each head based on 172 (15d12+75) total
- Speed – 0 ft (this creature is designed not to move.
Str +5 Dex +1 Con +5 Int -4 Wis – Cha -2
- Vulnerabilities: acid (white head), cold (red head), fire (blue head), force (red head), lightning (green head), poison (green head), radiant (blue head), thunder (green head), opposing elements (black head)
- Damage Immunities: all damage (Body), acid (green head), cold (blue head), fire (red head), force (blue head), lightning (white head), necrotic (black head), poison (green head), psychic (black head), radiant (red head), thunder (white head)
- Skills – +6 Perception
- Senses – darkvision 60 ft, passive Perception 16
- Language –
- Challenge 8 (3,900 XP)
- Abilities:
- Multiple Heads: each head has an initiative, hit points and acts on its own turn. When a head revives, it does not split in two, just regains 10 HP and picks up where it left off with an attack action.
- Legendary Reaction (3/encounter) the hydra can intercept an energy attack with the head that is immune to that damage type and gain that amount of health instead of loose it. This uses the reaction of all the heads, so if one of them has used its reaction it can’t use this ability until all the heads are active and have a reaction.
- Elemental Synergy – If two opposing elements hit a person in the same round they take double the opposing elements damage as if they had a weakness to it.
- Actions:
- Each head has one attack per round.
- Black Head (The head of Elemental Darkness and Sphere of Entropy) Roll a d6 (will use either breath weapon if no melee)
- (roll of 1-4) Bite – Melee Weapon Attack, +8 to hit, reach 15ft, one target. Hit: 10 (1d10+5) necrotic damage.
- (roll of 5) Splash of Necrotic – 10ft burst centred on a square within 30ft DC 16 Constitution saving throw or take 2d8 necrotic damage and be blinded till end of next turn.
- (roll of 6) Psychic Scream – 15ft burst with DC 16 Wisdom saving throw or take 2d8 psychic damage and be deafened until end of next turn.
- Blue Head (The head of Elemental Water and Sphere of Time) Roll a d6 (will use either breath weapon if no melee)
- (roll of 1-4) Bite – Melee Weapon Attack, +8 to hit, reach 15ft, one target. Hit: 10 (1d10+5) cold damage.
- (roll of 5) Cone of Cold – 30ft cone DC 16 Constitution saving throw or take 2d8 cold damage and be pinned in place until end of next turn.
- (roll of 6) Force Blast – 5ft width line and 30ft length with a DC 16 Strength saving throw or take 2d8 force damage and be knocked prone.
- Green Head (The head of Elemental Earth and Sphere of Matter) Roll a d6 (will use either breath weapon if no melee)
- (roll of 1-4) Bite – Melee Weapon Attack, +8 to hit, reach 15ft, one target. Hit: 10 (1d10+5) acid damage.
- (roll of 5) Cone of Acid – 30ft cone with a DC 16 Dexterity saving throw or take 2d8 acid damage and be sickened until end of next turn.
- (roll of 6) Poison Cloud – 10ft burst with a DC 16 Constriction saving throw or take 2d8 poison damage and be poisoned until end of next turn.
- Red Head (The head of Elemental Fire and Sphere of Energy) Roll a d6 (will use either breath weapon if no melee)
- (roll of 1-4) Bite – Melee Weapon Attack, +8 to hit, reach 15ft, one target. Hit: 10 (1d10+5) fire damage.
- (roll of 5) Cone of Fire – 30ft cone with a DC 16 Dexterity saving throw or take 2d8 fire damage and be muted until end of next turn.
- (roll of 6) Radiant Wave – 15ft burst with DC 16 Charisma saving throw or take 2d8 radiant damage and stunned until end of next turn.
- White Head (The head of Elemental Air and Sphere of Thought) Roll a d6 (will use either breath weapon if no melee)
- (roll of 1-4) Bite – Melee Weapon Attack, +8 to hit, reach 15ft, one target. Hit: 10 (1d10+5) lighting damage.
- (roll of 5) Bolt of Lightning – 5ft width line and 30ft length with a DC 16 Dexterity saving throw or take 2d8 lighting damage and drop what your holding.
- (roll of 6) Sonic Boom – 15ft burst with DC 16 Intelligence saving throw or take 2d8 thunder damage and have disadvantage on ranged checks until end of next turn due to seeing double.
Campaign Information
Encounter Lists
Design changes for Monster
Elemental – Air Aspected Traits
- Ability Score Increase: Dexterity +2
- Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
- Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
- Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
- Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
- 80% chance of an Air Aspected child (1 to 16)
- 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)
- Character Options – All Air Aspected Sub-Races
- Barbarian – Path of the Storm Herald (Sea)
- Cleric – Domain of Air
- Monk – Way of the Elements (Air)
- Sorcerer – Draconic Bloodline (White), Elemental Essence (Air), Storm Sorcery
- Warlock – Pact of the Genie Lord (Air)
- Wizard – Elementalist (Air)
Original Stats for 5E
Str 12 (+2) Dex 13 (+1) Con 13 (+1) Int 2 (-4) Wis 10 (-) Cha 3 (-4)
Original Stats for BECMI
Source:
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