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Hydra:Ten-Headed Hydra
Size & Type (subtype):Huge BeastHit Dice:10d10+50 (105)
Initiative:   +1 (Dex)   Speed:   20 ft., swim 20 ft.  
Armor Class:   15 (-2 size, +1 Dex, +6 natural)   Attacks:   10 bites +10 melee  
Damage:   Bite 1d10+5   Face and Reach:   20 ft. by 20 ft./10 ft.  
Special Attacks:      Special Qualities:   Scent  
Saving Throws  Fortitude: 12  
Reflex: 8  
Will: 3  
Abilities:   Str: 21
Dex: 12
Con: 20
Int: 3
Wis: 10
Cha: 9
Skills:   Listen +8, Spot +8   Feats:   Combat Reflexes  
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually neutral  
Advancement:     

Description:  

Combat

Hydras can attack with all their heads at no penalty, even if they move or charge during the round.

A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster's neck with a slashing weapon and deal damage equal to the hydra's original hit point total, divided by its original number of heads, in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The hydra can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.

Skills: Hydras receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads.

Feats: A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002