Multiple Heads. The false hydra has six heads that extend from its body. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. In combat, the heads can each occupy the same space as the body or occupy their own 5ft space within 30 ft of the body. Each head has 35 hitpoints, AC17, and has a flying and burrow speed of 20 ft that it can move on the false hydra's turn. Any damage dealt to a head deals the same damage to the false hydra. If a head reaches 0 hit points, it dies.
Multiattack. The hydra makes as many gnawing bite attacks as it has heads. It can use its discordant song in place of one gnawing bite attack. Gnawing Bite. Melee Weapon Attack:+7 to hit, reach 5ft., one target. Hit 7 1d6+3 piercing damage. On a hit, the target must succeed on a DC 15 Constitution saving throw and take 12 2d10 necrotic damage, or half on a success. On a failure, the false hydra also regains hit points equal to half of the necrotic damage. If the false hydra regains 35 hit points in this way, it can use its regrowth ability as a bonus action. Discordant Song. One of the false hydra's heads begins to sing a discordant song. Any humanoid within 5,000 ft can hear the song is charmed by the false hydra until the song ends. A humanoid that covers or plugs their ears can roll a DC 15 Wisdom saving trow, preventing the song's effects on a success. A humanoid can repeat this saving thorw at the end of each of its turns. A humanoid that is naturally deaf or was magically deafened (such as by the blindness/deafness spell) is immune to this effect. The false hydra can alter the memory of a target that is charmed this way, such that the target is completely unaware of its presence. The false hydra will even fabricate memories to rationalize any illogical evidence that it might exist. A creature in this state cannot attack or interact with the false hydra and is considered blinded and deafened to the false hydra's presence.
Regrowth. The false hydra regrows one of its heads that has died. This ability can only be used after regaining at least 35 hit points with its gnawing bite attack.
Reactive Heads. For each head the false hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
The false hydra can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The false hydra regains spent legendary actions at the start of its turn. Gnawing Bite. The false hydra makes a gnawing bite attack. Move & Detect. The false hydra moves one of its heads up to 20 ft and makes a Wisdom (perception) check. Blood Bath (costs 2 actions). The false hydra bites into its own tongue and shakes it, slinging blood in a 10 ft radius from one of its heads. It takes 1d6 piercing damage and each creature in the area must succeed on a DC 15 Dexterity saving throw or be blinded. A blinded creature can use an action on its turn to wipe the blood of itself, ending the effect.