HYDRAThe hydra is a multiheaded, serpentine creature that often inhabits swampland and is known for its regenerative abilities. When one of the hydra’s heads is severed, two grow in its place. Source: Pathfinder RPG Bestiary 178.
HYDRA CREATURE 6Beast Huge
| | Perception +11; all-around vision, low-light vision, scent Languages –
|
Skills +4; Athletics +14
Str +6,
Dex +3,
Con +5,
Int -4,
Wis +0,
Cha -1
AC 20,
TAC 16, all-around vision;
Fort +13,
Ref +10,
Will +8
HP (body) 150, hydra regeneration
HP (head) 15, head severing;
Immune area damage;
Weaknesses slashing 5
All-Around Vision As long as it has at least two heads, a hydra can’t be flanked.
【R】Attack of Opportunity
Head Regrowth The hydra ordinarily has five heads. A creature can attempt to sever one of the hydra’s heads by specifically attacking it and dealing damage equal to the head’s HP value. A head that is not completely severed returns to full HP at the end of any creature’s turn.
Once the hydra’s head has been severed, the hydra can regrow it using hydra regeneration. A creature can prevent this regrowth by dealing any acid or fire damage to the remaining stump, cauterizing it. Single-target acid or fire attacks need to be directed at a stump, but splash damage and areas covering the hydra’s whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly.
Hydra Regeneration The hydra has regeneration equal to 5 per head it has. If a hydra’s head is severed and the remaining stump is not cauterized, the hydra attempts a DC 27 Fortitude save after it regains its HP from regeneration. On a success, one uncauterized stump regrows into two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra’s regeneration only fully deactivates if all its heads are severed and all stumps are cauterized.
Multiple Opportunities The hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can’t use more than one reaction on the same triggering action, even if a creature leaves several squares in its reach, and the hydra must use a different head for each
Attack of Opportunity. Whenever one of the hydra’s heads is severed, the hydra loses one of its extra reactions per round.
Speed 25 feet, swim 25 feet
【A】
Melee fangs +15 (reach 10 feet),
Damage 2d6+6 piercing
【2A】
Focused Assault The hydra attacks a single target with its heads, overwhelming it with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals the damage from its fangs Strike to the target, plus an additional 1d6 damage for every head beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra’s multiple attack penalty as a number of attacks equal to the number of heads the hydra has.
【2A】
Storm of Jaws The hydra makes a Strike with each of its heads, each against a different target. These attacks count toward the hydra’s multiple attack penalty, and the multiple attack penalty doesn’t increase until after the hydra makes all its attacks.