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Honkdra

The document details the Honkdra, a powerful and chaotic neutral monstrosity with multiple heads and various abilities, including legendary actions and regeneration. It provides stat blocks for Honkdra at different challenge ratings (CR 15, CR 21, and CR 30), outlining its combat capabilities, resistances, and special traits. The Honkdra can grapple and swallow smaller creatures, and it has unique mechanics related to its heads and damage thresholds.

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Alvaro Bermudez
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0% found this document useful (0 votes)
118 views5 pages

Honkdra

The document details the Honkdra, a powerful and chaotic neutral monstrosity with multiple heads and various abilities, including legendary actions and regeneration. It provides stat blocks for Honkdra at different challenge ratings (CR 15, CR 21, and CR 30), outlining its combat capabilities, resistances, and special traits. The Honkdra can grapple and swallow smaller creatures, and it has unique mechanics related to its heads and damage thresholds.

Uploaded by

Alvaro Bermudez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Honkdra

The Lords of the Honk


Masters of Honkdom
Bane of peace

Credit: MZ4250

Table Of Contents
🔷Honkdra CR 15 ...................................................................................................................................................................................................... 2
🔷Honkdra CR 21 ...................................................................................................................................................................................................... 3
🔷Honkdra CR 30 ...................................................................................................................................................................................................... 4
🔷Credits ...................................................................................................................................................................................................................... 5
🔷The story behind it all ........................................................................................................................................................................................... 5
🔷links .......................................................................................................................................................................................................................... 5

Disclaimer: No groups of five geese were not fused together and altered into a huge monstrosity using powerful magics as part of
the process for making these statblocks come into existence. Peace is always be an option, provided that you can speak goose and
have the ability to cast tenth-level spells.

v. 4.283 by the Lord of Eat


Honkdra Legendary Resistance (3/day). If the Honkdra fails a
saving throw, it can choose to succeed instead.
Huge monstrosity, Chaotic Neutral

Armor Class 20 (natural armor) Actions


Hit Points 264 (23d12 + 115) Multiattack. The Honkdra makes as many Engulfing Bite
Speed 60 ft., fly 120 ft., swim 60 ft. or Swallow attacks as it has heads.
Engulfing Bite. Melee Weapon Attack: +10 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 12 (1d10 + 7) Piercing damage.
20 (+5) 24 (+7) 20 (+5) 14 (+2) 14 (+2) 10 (+0) In addition, any Medium or smaller creature must
succeed on a 17 dexterity saving throw or be grappled.
Saving Throws Str +10, Dex +12, Con +10 Swallow. The Honkdra makes one bite attack against a
Skills Perception +12 Medium or smaller creature it is grappling with that
Damage Vulnerabilities fire head. If the attack hits, the target takes the attack
Damage Resistances poison, psychic; bludgeoning, damage as bludgeoning damage and is swallowed.
piercing, and slashing from nonmagical attacks While swallowed, a creature is blinded and restrained,
Damage Immunities cold has total cover against attacks and other effects
Condition Immunities blinded, charmed, deafened, outside the Honkdra and it takes 14 (4d6) acid damage
frightened, poisoned, stunned at the start of each of the Honkdra's turns.
Senses darkvision 240 ft., truesight 60 ft., passive
Perception 22 At any given time, the Honkdra's body is only
Languages Goose, understands Aquan, Auran, and capable of holding a number of swallowed creatures
Sylvan equal to half its number of heads, rounded down.
Challenge 15 (13,000 XP) If the Honkdra takes 30 damage or more on a single
turn from a creature inside it, the Honkdra must
Hold Breath. The Honkdra can hold its breath for 1 succeed on a DC 18 Constitution saving throw at the
hours. end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 15 feet of the
Multiple Heads. The Honkdra has five heads. While it Honkdra. If the Honkdra dies, a swallowed creature is
has more than one head, the Honkdra has advantage on no longer restrained by it and can escape from the
saving throws against being blinded, charmed, corpse by using 30 feet of movement, exiting prone.
deafened, frightened, stunned, and knocked
unconscious.
Whenever the Honkdra takes 40 or more damage in
Legendary Actions
a single turn, one of its heads dies. If all its heads die, The Honkdra can take 5 legendary actions, choosing
the Honkdra dies. from the options below. Only one legendary action
At the end of its turn, it grows two heads for each of option can be used at a time and only at the end of
its heads that died since its last turn, unless it has another creature's turn. The Honkdra regains spent
taken fire damage since its last turn. The Honkdra legendary actions at the start of its turn.
regains 10 hit points for each head regrown in this
way. HONK! (Costs 1 Action). The Honkdra lets out a
thunderous honk in a 35-foot radius. Each creature in
Wakeful. While the Honkdra sleeps, at least one of its the area must make a 18 Constitution saving throw. A
heads is awake. creature takes 13 (3d8) thunder damage on a failed
Magic Weapons. The Honkdra's attacks are magical. save and is deafened until the Honkdra's next turn. On
a successful save, it takes half as much damage and
Regeneration. The Honkdra regains 10 hit points at the isn't deafened.
start of its turn if it has at least 1 hit point.
Wing Attack (Costs 2 Actions). The Honkdra beats its
Reactive Heads. For each head the Honkdra has beyond wings. Each creature within 20 feet of the Honkdra
one, it gets an extra reaction that can be used only for must succeed on a 20 Dexterity saving throw or take
opportunity attacks. 14 (2d6 + 7) bludgeoning damage and be knocked
Reflective Plumage. The Honkdra can't be affected or prone. The Honkdra can then fly up to half its flying
detected by spells of 2nd level or lower unless it speed.
wishes to be. It has advantage on saving throws against Chomp (Costs 2 Actions). The Honkdra makes one
all other spells and magical effects. Engulfing Bite attack or uses its Swallow.
Berserk. Whenever the Honkdra starts its turn with 90
hit points or fewer, roll a d6. On a 6, the Honkdra goes
berserk. On each of its turns while berserk, the
Honkdra attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the
Honkdra attacks an object, with preference for an
object smaller than itself. Once the Honkdra goes
berserk, it continues to do so until it is destroyed or
regains all its hit points.
Honkdra Legendary Resistance (4/day). If the Honkdra fails a
saving throw, it can choose to succeed instead.
Huge monstrosity, Chaotic Neutral

Armor Class 22 (natural armor) Actions


Hit Points 345 (30d12 + 150) Multiattack. The Honkdra makes as many Engulfing Bite
Speed 60 ft., fly 120 ft., swim 60 ft. or Swallow attacks as it has heads.
Engulfing Bite. Melee Weapon Attack: +13 to hit, reach
STR DEX CON INT WIS CHA 15 ft., one target. Hit: 15 (2d8 + 6) Piercing damage.
22 (+6) 26 (+8) 20 (+5) 14 (+2) 16 (+3) 12 (+1) In addition, any Medium or smaller creature must
succeed on a 20 dexterity saving throw or be grappled.
Saving Throws Str +13, Dex +15, Con +12 Swallow. The Honkdra makes one bite attack against a
Skills Perception +17 Medium or smaller creature it is grappling with that
Damage Vulnerabilities fire head. If the attack hits, the target takes the attack
Damage Resistances poison, psychic damage as bludgeoning damage and is swallowed.
Damage Immunities cold; bludgeoning, piercing, and While swallowed, a creature is blinded and restrained,
slashing from nonmagical attacks has total cover against attacks and other effects
Condition Immunities blinded, charmed, deafened, outside the Honkdra and it takes 17 (5d6) acid damage
frightened, poisoned, stunned at the start of each of the Honkdra's turns.
Senses darkvision 240 ft., truesight 60 ft., passive
Perception 27 At any given time, the Honkdra's body is only
Languages Goose, understands Aquan, Auran, and capable of holding a number of swallowed creatures
Sylvan equal to half its number of heads, rounded down.
Challenge 21 (33,000 XP) If the Honkdra takes 35 damage or more on a single
turn from a creature inside it, the Honkdra must
Hold Breath. The Honkdra can hold its breath for 2 succeed on a DC 20 Constitution saving throw at the
hours. end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 15 feet of the
Multiple Heads. The Honkdra has five heads. While it Honkdra. If the Honkdra dies, a swallowed creature is
has more than one head, the Honkdra has advantage on no longer restrained by it and can escape from the
saving throws against being blinded, charmed, corpse by using 30 feet of movement, exiting prone.
deafened, frightened, stunned, and knocked
unconscious.
Whenever the Honkdra takes 40 or more damage in
Legendary Actions
a single turn, one of its heads dies. If all its heads die, The Honkdra can take 5 legendary actions, choosing
the Honkdra dies. from the options below. Only one legendary action
At the end of its turn, it grows two heads for each of option can be used at a time and only at the end of
its heads that died since its last turn, unless it has another creature's turn. The Honkdra regains spent
taken fire damage since its last turn. The Honkdra legendary actions at the start of its turn.
regains 10 hit points for each head regrown in this
way. HONK! (Costs 1 Action). The Honkdra lets out a
thunderous honk in a 45-foot radius. Each creature in
Wakeful. While the Honkdra sleeps, at least one of its the area must make a 20 Constitution saving throw. A
heads is awake. creature takes 18 (4d8) thunder damage on a failed
Magic Weapons. The Honkdra's attacks are magical. save and is deafened until the Honkdra's next turn. On
a successful save, it takes half as much damage and
Regeneration. The Honkdra regains 15 hit points at the isn't deafened.
start of its turn if it has at least 1 hit point.
Wing Attack (Costs 2 Actions). The Honkdra beats its
Reactive Heads. For each head the Honkdra has beyond wings. Each creature within 20 feet of the Honkdra
one, it gets an extra reaction that can be used only for must succeed on a 23 Dexterity saving throw or take
opportunity attacks. 15 (2d6 + 8) bludgeoning damage and be knocked
Reflective Plumage. The Honkdra can't be affected or prone. The Honkdra can then fly up to half its flying
detected by spells of 4th level or lower unless it wishes speed.
to be. It has advantage on saving throws against all Chomp (Costs 2 Actions). The Honkdra makes one
other spells and magical effects. Engulfing Bite attack or uses its Swallow.
Berserk. Whenever the Honkdra starts its turn with 90
hit points or fewer, roll a d6. On a 6, the Honkdra goes
berserk. On each of its turns while berserk, the
Honkdra attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the
Honkdra attacks an object, with preference for an
object smaller than itself. Once the Honkdra goes
berserk, it continues to do so until it is destroyed or
regains all its hit points.
Honkdra Legendary Resistance (5/day). If the Honkdra fails a
saving throw, it can choose to succeed instead.
Huge monstrosity, Chaotic Neutral

Armor Class 25 (natural armor) Actions


Hit Points 500 (40d12 + 240) Multiattack. The Honkdra makes as many Engulfing Bite
Speed 60 ft., fly 120 ft., swim 60 ft. or Swallow attacks as it has heads.
Engulfing Bite. Melee Weapon Attack: +16 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 16 (2d8 + 7) Piercing damage.
25 (+7) 30 (+10) 22 (+6) 16 (+3) 18 (+4) 14 (+2) In addition, any Medium or smaller creature must
succeed on a 24 dexterity saving throw or be grappled.
Saving Throws Str +16, Dex +19, Con +15 Swallow. The Honkdra makes one bite attack against a
Skills Perception +22 Medium or smaller creature it is grappling with that
Damage Vulnerabilities fire head. If the attack hits, the target takes the attack
Damage Resistances poison, psychic damage as bludgeoning damage and is swallowed.
Damage Immunities cold; bludgeoning, piercing, and While swallowed, a creature is blinded and restrained,
slashing from nonmagical attacks has total cover against attacks and other effects
Condition Immunities blinded, charmed, deafened, outside the Honkdra and it takes 21 (6d6) acid damage
frightened, poisoned, stunned at the start of each of the Honkdra's turns.
Senses darkvision 240 ft., truesight 60 ft., passive
Perception 32 At any given time, the Honkdra's body is only
Languages Goose, understands Aquan, Auran, and capable of holding a number of swallowed creatures
Sylvan equal to half its number of heads, rounded down.
Challenge 30 (155,000 XP) If the Honkdra takes 40 damage or more on a single
turn from a creature inside it, the Honkdra must
Hold Breath. The Honkdra can hold its breath for 2 succeed on a DC 24 Constitution saving throw at the
hours. end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 15 feet of the
Multiple Heads. The Honkdra has five heads. While it Honkdra. If the Honkdra dies, a swallowed creature is
has more than one head, the Honkdra has advantage on no longer restrained by it and can escape from the
saving throws against being blinded, charmed, corpse by using 30 feet of movement, exiting prone.
deafened, frightened, stunned, and knocked
unconscious.
Whenever the Honkdra takes 50 or more damage in
Legendary Actions
a single turn, one of its heads dies. If all its heads die, The Honkdra can take 5 legendary actions, choosing
the Honkdra dies. from the options below. Only one legendary action
At the end of its turn, it grows two heads for each of option can be used at a time and only at the end of
its heads that died since its last turn, unless it has another creature's turn. The Honkdra regains spent
taken fire damage since its last turn. The Honkdra legendary actions at the start of its turn.
regains 15 hit points for each head regrown in this
way. HONK! (Costs 1 Action). The Honkdra lets out a
thunderous honk in a 45-foot radius. Each creature in
Wakeful. While the Honkdra sleeps, at least one of its the area must make a 23 Constitution saving throw. A
heads is awake. creature takes 22 (5d8) thunder damage on a failed
Magic Weapons. The Honkdra's attacks are magical. save and is deafened until the Honkdra's next turn. On
a successful save, it takes half as much damage and
Regeneration. The Honkdra regains 20 hit points at the isn't deafened.
start of its turn if it has at least 1 hit point.
Wing Attack (Costs 2 Actions). The Honkdra beats its
Reactive Heads. For each head the Honkdra has beyond wings. Each creature within 25 feet of the Honkdra
one, it gets an extra reaction that can be used only for must succeed on a 27 Dexterity saving throw or take
opportunity attacks. 34 (5d10 + 7) bludgeoning damage and be knocked
Reflective Plumage. The Honkdra can't be affected or prone. The Honkdra can then fly up to half its flying
detected by spells of 5th level or lower unless it wishes speed.
to be. It has advantage on saving throws against all Chomp (Costs 2 Actions). The Honkdra makes one
other spells and magical effects. Engulfing Bite attack or uses its Swallow.
Berserk. Whenever the Honkdra starts its turn with 100
hit points or fewer, roll a d6. On a 6, the Honkdra goes
berserk. On each of its turns while berserk, the
Honkdra attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the
Honkdra attacks an object, with preference for an
object smaller than itself. Once the Honkdra goes
berserk, it continues to do so until it is destroyed or
regains all its hit points.
About this content A few minutes later and the contest was up. After something
like seventy or so different ideas were voted on in the span of
While not the first content we have created, it is the first we two rounds of polls, it as clear that the winner of the contest
have done any attempt at publishing. We mostly made it out was the Gooose Hydra.
of curiosity and boredom, as well as finding the idea of
making a really-high CR version of something so terrifying a Of course, the Wizards of the Coast haven't actually made any
worthy challenge. statblocks for this particular breed of hydra (clearly a mistake
We do hope you find some way to hurt entertain your on their part), so others had to step in to fix that. We
players with this and (hopefully) not have too many TPKs in discussed it for a while, had some fun and otherwise played
the process. around a bit before we got around to making the statblocks
found here.
Credits
Making this remotely balanced (if anything on CR30 can ever links
be considered balanced) would not have been possible 🔸A link to MZ4250's patron page:
without assistance from others. We utilized a number of https://www.patreon.com/mz4250/
statblocks in Wizards of the Coast books, as well as having 🔸Free 3D model of the Goose Hydra:
assistance from actual people (the horror). We can't mention https://www.prusaprinters.org/prints/65437-goose-hydra
them all (particularly without having permission from them), 🔸This PDF was made using homebrewery:
but suffice to say we had a variety of influences. https://homebrewery.naturalcrit.com/
🔸The statblocks themselves were (mostly) formatted here:
However, most of those who did assist us can be foun on the http://tetra-cube.com/dnd/dnd-statblock.html
following discord servers, in no particular order:
🔸Critical Role
🔸MZ4250
🔸Nord Games

🔸 All images of the Honkdra (or Goose hydra) were made by


MZ4250
The story behind this
This content started a few years back, when MZ4250 was not
quote so well-known in the D&D community for his creations
and had a much smaller base of patrons. He, being a human
being and totally not a beholder, decided to ask his patrons to
suggest something silly for him to make. The end result of
that contest was a Goliath Barbarian wielding a halfling
barbarian wielding a battleaxe. (the idea we had actually Credit: MZ4250
submitted)
Disclaimer
cue a moment several years later, during the (European) These statblocks have not been playtested, so they may not be
evening chatter on his discord server... We asked him what perfectly balanced. You are free to fix that as you see fit. You
was the funniest model he'd made. He mentioned that very can also contact us on the aforementioned discord servers if
model, which reminded us of the contest. you have ideas for making them better. We don't eat humans.
We stated this:

you should do another fun model contest


someday

and he replied with the following:

hmm
those WERE fun
yeah screw it lets make one now. Folks will have to
vote on which stupid idea and what not

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