These reddish hydras can breathe jets of fire 10 feet high, 10
feet wide, and 20 feet long. All heads breathe once every 1d4
rounds. Each jet deals 3d6 damage per head. A successful Reflex
save halves the damage. The save DC is 10 + 1/2 hydra's
original number of heads + the hydra's Constitution
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.
Fire Subtype (Ex): Fire immunity; double damage from cold
except on a successful save.
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.