For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Hold Breath --repeating_npctrait_-CREATE_description|The hydra can hold its breath for 1 hour.
!setattr --sel --repeating_npctrait_-CREATE_name|Multiple Heads --repeating_npctrait_-CREATE_description|The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
!setattr --sel --repeating_npctrait_-CREATE_name|Reactive Heads --repeating_npctrait_-CREATE_description|For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
!setattr --sel --repeating_npctrait_-CREATE_name|Wakeful --repeating_npctrait_-CREATE_description|While the hydra sleeps, at least one of its heads is awake.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The hydra makes as many bite attacks as it has heads.
Hold Breath.
The hydra can hold its breath for 1 hour.
Multiple Heads.
The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads.
For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful.
While the hydra sleeps, at least one of its heads is awake.
Actions
The hydra makes as many bite attacks as it has heads.
Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: .
DM Options: Monster Talents
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Monster Weaknesses
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The Monsters Know What They're Doing
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Monster Loot: Monster Manual
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Home-Field Advantage
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Creature Harvest Index: Monstrosities
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Monster Loot: Waterdeep: Dungeon of the Mad Mage
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Monster Loot: Ghosts of Saltmarsh
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Monster Loot: Icewind Dale: Rime of the Frostmaiden
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Monster Loot: Journeys through the Radiant Citadel
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Monster Loot: Phandelver and Below: The Shattered Obelisk
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Monster Loot: Princes of the Apocalypse
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Monster Loot: Spelljammer
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Monster Loot: Strixhaven: A Curriculum of Chaos
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Monster Loot: Tales from the Yawning Portal
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Monster Loot: Tomb of Annihilation
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Monster Loot: Van Richten's Guide to Ravenloft
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Official miniatures
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