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Hydra:Eleven-Headed Pyrohydra
Size & Type (subtype):Huge Magical BeastHit Dice:11d10+55 (115)
Initiative:   +1 (Dex)   Speed:   20 ft., swim 20 ft.  
Armor Class:   15 (-2 size, +1 Dex, +6 natural)   Attacks:   11 bites +12 melee  
Damage:   Bite 1d10+6   Face and Reach:   20 ft. by 20 ft./10 ft.  
Special Attacks:   Breath weapon   Special Qualities:   Scent, fire subtype  
Saving Throws  Fortitude: 12  
Reflex: 8  
Will: 3  
Abilities:   Str: 23
Dex: 12
Con: 20
Int: 3
Wis: 10
Cha: 9
Skills:   Listen +8, Spot +9   Feats:   Combat Reflexes  
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   Solitary  
Challenge Rating:   12   Challenge Rating Value:   12  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually neutral  
Advancement:     

Description:  

Combat

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 modifier.

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.

 

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