Advanced search options

Monsters

id358
NameHydra:Ten-Headed Hydra
SizeAndTypeHuge Beast
HitDice10d10+50 (105)
Initiative+1 (Dex)
Speed20 ft., swim 20 ft.
ArmorClass15 (-2 size, +1 Dex, +6 natural)
Attacks10 bites +10 melee
DamageBite 1d10+5
FaceAndReach20 ft. by 20 ft./10 ft.
SpecialAttacks
SpecialQualitiesScent
Saves_Fort12
Saves_Ref8
Saves_Will3
AbilitiesStr 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
SkillsListen +8, Spot +8
FeatsCombat Reflexes
ClimateAndTerrainAny marsh and underground
OrganizationSolitary
ChallengeRating_Value9
Treasure1/10 coins; 50% goods; 50% items
AlignmentUsually 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.