Speed 20 Ft.Swim 20 Ft
Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster.
Hydra CR 4
N Big magical beast
Init +1; Senses darkvision 60 ft.low-gentle vision, scent; Notion +10
AC 15, contact 9, flat-footed 14 (+1 Dex, +6 pure, -2 measurement)
hp forty seven (5d10+20); quick healing 5
Fort +eight, Ref +7, Will +three
Velocity 20 ft.swim 20 ft.
Melee 5 bites +6 (1d8+three)
House 15 ft.; Attain 10 ft.
Particular Assaults pounce
A hydra’s fast healing capability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra’s body.
When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra can not have more than twice its authentic number of heads at any one time. To stop new heads from rising, not less than 5 factors of acid or hearth injury should be dealt to the stump (a contact assault to hit) earlier than they seem. Acid or hearth injury from space assaults can have an effect on stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are lower off and the stumps seared by acid or fireplace.
Atmosphere temperate marshes
You can make more powerful hydras by increasing their Hit Dice—each added HD will increase the hydra’s statistics as applicable, but in addition provides it one further head and a +1 improve to its pure armor. A hydra’s CR will increase by +1 for every Hit Die it positive factors.
The legendary Hydra is a beast of vicious starvation and superb regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that can run up to 20 ft long, the Hydra is an imposing and brutish menace, lairing in the clammy backwaters of the world and devouring any creature smaller than itself. Its scales are as diverse in hue as these of any species of snake, from glossy to dull and from greenish black to crimson, typically marked with patterns of stripes, diamonds, and patchworks of shade. Blue_Beetle Some Hydras have heads which can be extra fanged and viperlike, with smooth and supple scales, while others have rugged hides that are leathery in texture, and elongated crocodilian or even draconic visages. Regardless, most Hydras possess brightly colored frills or crests, traits they take great pride in and use to intimidate prey as well as to scare off potential predators.
Experienced marshwalkers and fisherfolk dwelling in backwoods bayous inform many tales of the Hydra, most of that are cautionary tales of misplaced pals or distant relations who ran afoul of the creature whereas looking for a secret fishing gap. In accordance to those tales, the few survivors of such encounters sometimes abandoned the water and took up farming in the dry hill country, far, far away. While the tales are often advised with a wink of humor, a deadly critical moral always underlies them: The Hydra is not a creature to be trifled with. The only thing worse than meeting one by likelihood is making an attempt to turn the tables and actively hunt the Hydra. While too dim to understand the human thirst for revenge, a Hydra is all too willing to welcome a foolhardy hunter into its coils, including its prey’s stays to its personal inventory of grisly trophies hung from the branches round its swampy residence. It’s only the blessing of the gods that such a terror shouldn’t be made worse with a sharper thoughts.
Hydras reproduce by asexual budding, with neck rootlets continuously sprouting inside the submuscular fossae at the base of their necks. Each larval rootlet accommodates yet more endodermal sprouts, and if not released by decapitation, these sprouts begin to grow and mature inside the hydra’s neck as though it were a serpentine womb. Generally these larvae are dislodged into the hydra’s throat and hacked up in slimy, leathery cysts, which the Hydra collects and locations into swampy nests as in the event that they have been eggs till they burst open and launch their maturing brood. If neck rootlets as an alternative hatch and mature throughout the neck, nonetheless, the hatchlings truly tear the parent’s neck asunder, bursting out of the flaccid tissue like elongated tadpoles. The biggest tadpole grafts itself onto the hydra’s body and becomes a new head, while the rest of the serpent-spawn are ejected into the surrounding swamp to fend for themselves. Interestingly, larval Hydras are usually not cannibalistic, and as an alternative teem in harmful swarms for mutual safety. They proceed to bud and develop as they eat prey till the most important mature sufficient to set out on their very own, leaving the weaker remnants weak to predation.
Hydras favor temperate or heat climes and are primarily marsh-dwellers; nonetheless, rumors abound of rare Hydras that dwell among coastal reefs and plague the seas, and the dreaded pyrohydras and cryohydras are identified to take up even stranger environs as their homes. While primarily carnivorous, Hydras aren’t above eating carrion or even sluicing snails, worms, frogs, and the like out of the muck when larger prey is scarce. Due to their extremely environment friendly mode of reproduction, Hydras require large quantities of meals with the intention to maintain themselves and their bodily features. Displaying consuming habits much like these of snakes, Hydras usually prefer to devour huge meals all at once and digest them for long periods of time; the common Hydra can consume as much as half its weight in a single day, subsequently fasting for almost a week before needing to eat again.
Because of their dimension and the juicy tenderness of their fats and flesh, people and different bipedal creatures-particularly stocky ones reminiscent of dwarves-are a extremely wanted meal for Hydras, which can go to nice lengths to devour such beings if given the chance. Although they can survive off vermin, vegetation, and plant creatures, Hydras all the time choose red meat if given the choice. In times of desperation, Hydras could resort to cannibalism, battling one another in exhausting brawls that only superman shield t shirt zip escalate as the rivals sever each other’s heads, the victor consuming every scrap of its competitor’s stays after the battle is gained. Hydras are immune to at least one another’s acidic bile, and people with fiery breath resembling pyrohydras make formidable foes towards others of their type, cauterizing necks en masse after quite a few severing blows.
Habitat & Society
Hydras are by nature solitary creatures; whatever urges they have for interaction are sufficiently addressed by the constant slither and hiss of their multiple heads. Lacking any need or need to mate, they have little reason to seek out the kinship of their own species; if anything, Hydras typically drive out others of their own type that might compete with them for meals, although if assets are plentiful, they could tolerate the presence of one other Hydra close by, if solely so the 2 can take down larger prey and defend themselves from extra highly effective predators.
A Hydra typically lives in symbiosis with small vermin, which crawl over the creature’s scales and scrape off and devour algae growing on its skin. These vermin also eradicate even smaller vermin that burrow into the hydra’s flesh and feast on its ever-replenishing subcutaneous cells; while the hydra’s regenerative powers be certain that the host takes no lasting harm from such parasites, they do irritate the Hydra. It thus welcomes the bigger verminous scavengers, sparing them its hungry attentions as they scratch its fixed itch. Just about anything that strikes is truthful recreation for the hydra’s monstrous appetite.
The dim intellect and eternal starvation of Hydras make them pals to none. Although they possess an aggressive demeanor by nature, Hydras might be tamed by a hunter of sufficient courage and skill, and the application of magic or wild empathy is a great aid in this endeavor, as is the use of fire or acid in particularly brutal training regimens. Giants are known to train pyrohydras and cryohydras as guardian beasts, although such Hydras should not a lot skilled as they’re merely captured and confined in an area the place their anger and starvation will cause them to savage any unlucky intruder. Alchemists, witches, and wizards often seize Hydras for his or her magical experiments, as the beasts’ rapid tissue replication makes them ideally suited subjects for tests meant to harness their regenerative powers. Some eccentric scholars claim that within the biological makeup of Hydras lies the secret to eternal life, though more sensible sages dismiss these hypotheses as absurd and unfounded.
Marketing campaign Function
Hydras can match into any journey whereby PCs should move by way of a lonely or desolate place or right into a forgotten smash or dank set of labyrinthine caves. Due to its excessive variety of assaults, a Hydra is usually superman shield t shirt zip miscast as a hard-core combat brute, but it surely actually fills the niche of an ambush monster far more effectively. Its animalistic intelligence-while completely primitive-is equivalent to that of a dolphin or whale, and while it is not smart enough to be a villain per se, a Hydra is shiny sufficient to make use of methods in fight that work to its benefit. This contains utilizing cover, comparable to by attacking creatures near the water’s edge from underwater, or by trapping unwary foes in narrow bottlenecks separating one cavern from another. A Hydra knows that its body is more susceptible to permanent damage than its multiple heads, so a very intelligent particular person would possibly disguise its torso behind cowl and assault with its necks uncovered, distracting opponents from its physique and making them focus on its perpetually regenerating heads. A Hydra additionally is aware of when it’s advantageous to retreat and heal (together with regrowing new heads) earlier than returning to the attack, charging in and using its pounce ability. A hydra’s lair should embody varied terrain it could use to hide in, especially interconnected pools and bogs where it might submerge itself solely and ward off fiery assaults or impede ranged assaults whereas it hides, heals, and prepares its subsequent ambush from one other path.
Hydras are engaging and thrilling monsters for the PCs to face near the end of low-degree adventures. While the bestial intellects of Hydras do not make them viable fixtures for heroic PCs to pursue and destroy as harbingers of evil, the creatures’ huge dimension and unique combat fashion do provide for thrilling and dramatic random encounters. Conversely, Hydras can be applied as servitors for extra highly effective NPCs and villains, and are thus significantly properly suited to the position of a monster main as much as the ultimate combat in an journey. A hydra’s regenerative powers make it a viable recurring monster, because the creature would possibly run away after taking a certain amount of harm or having so a lot of its heads cauterized, letting itself heal before once again taking on the PCs. The many variants make for interesting encounters should the PCs be in an area especially rife with the multi-headed creatures or should the PCs infiltrate the lair of a mad wizard who favors the Hydra as a subject for various kinds of experiments.
As creatures with animal-level intelligence, Hydras have little interest in collecting treasure for the purposes of accumulating wealth; they do, however, dimly understand its usefulness as an attractant for prey, knowing that shiny trinkets and inedible objects are issues some creatures prize sufficient to run heedlessly into hazard to amass them. As a Hydra consumes its prey, tearing it limb from limb between a number of jaws, it makes use of the teeth of its different heads to pry off gadgets carried or worn, particularly people who glitter and shine, and locations these sparkling enticements around the fringes of its domain to be discovered by foolish passersby, hopefully emboldening them to explore the marshes, caves, and ruins where the Hydra lurks in waiting.
Hydras have learned to recognize common humanoid containers such as saddlebags for what they are, and when a Hydra devours a set of riders or stumbles upon a deserted carriage, it sends its many heads into the darkish nooks and crannies of such vessels searching for hidden baubles and items, which it could then drag into the sunshine for show. Explorers are sometimes puzzled by the valuables scattered haphazardly on the bottom and hung from tree branches near a hydra’s lair, still adorning the rotted or skeletal body parts of their former owners. Large or fragile items are often broken by the indelicate jaws of the Hydra, as it lacks arms to handle items carefully, yet as long as the rubble sparkles, the Hydra is content material to show it. Drab objects are ignored by a Hydra and left the place they lie, normally near the stays of their former homeowners.
Different hydra variants are straightforward to create by including thematically applicable particular skills, resembling all-around vision, pull, or rend (requiring two bites), or by extending the hydra’s reach in creative ways, comparable to allowing it to ignore partial cover or allowing heads to provide flanking for each other, rising its CR by +1 for each two such skills added (minimal CR +1). Due to their naturally various nature and the foul experimentations of wizards, Hydras have already got quite a few variants all through the world.
Cryohydra (+2 CR)
The cryohydra lives in chilly marshes or on glaciers and breaths frost.
Pyrohydra (+2 CR)
The pyrohydra prefers deserts or volcanic mountains and breathes hearth.
Miasma Hydra (+9 CR)
These highly effective Hydras are found only in the most polluted or dangerous swamps. They’ve four legs and 12 heads, and their blood flows with a burning toxin. A miasma Hydra is immune to disease and poison, and its chunk carries an agonizing venom (save Fort DC 10 + 1/2 the hydra’s Hit Dice + the hydra’s Con modifier; frequency 1/round for 6 rounds; impact 1d3 Str harm and sickened for 1 minute; cure 2 consecutive saves). A creature that sunders one among a miasma hydra’s heads, deals bleed harm with a melee weapon, or confirms a essential hit with a slashing or piercing melee weapon is sprayed with its poisonous blood as if bitten. Each of a miasma hydra’s heads has a breath weapon similar in impact to cloudkill (Fort DC 15 + the hydra’s Con modifier for partial injury) that impacts a 15-foot cone however with an instantaneous duration, usable each 1d4 rounds. A creature in the area of a number of breaths in the identical round must make multiple saves, however can only be affected as soon as per round.
A miasma Hydra features Toughness and Snatch as a bonus feat, a +7 natural armor bonus to its AC from its extra heads, DR 10/chilly iron, and a +2 bonus to all its means scores except Intelligence.
Instance miasma hydra
The larvae of a Hydra will be simply as imposing foes as the matured brute itself. The noxious eggs and writhing tadpoles are positioned by their mum or dad in shallow bog holes and trenches, and in these lairs, Hydra larvae prey upon those creatures that fail to watch their step as they cross the marshy terrain. Creatures that succeed at a DC 15 Notion examine or Data (nature) examine notice Hydra larvae swimming in a bog hole. Hydra larvae can detect creatures exterior of their pit, and burst from beneath the water to feast upon prey. Any creature inside 5 ft of a larva-infested bog hole must succeed at a DC 15 Reflex save or develop into infested with Hydra larvae. A creature that turns into infested takes 1d2 points of Constitution injury and turns into sickened. Hydra larvae can be detached from a creature they dig into by prying them out with a slashing weapon (which requires a DC 20 Heal verify that offers 1d6 points of damage no matter whether or not the test succeeds) or by dealing acid harm to the larvae at any time, which offers half harm to the creature the larvae are infesting. Remove disease or an identical impact kills any Hydra larvae on the host.
Schism Hydra (+0 CR)
A schism Hydra possesses solely three heads (however still has 5 Hit Dice), and its unique makeup makes it extra akin to an ooze-like creature than a serpent-its physique is able to splitting into two identical copies. A schism Hydra does not possess the rules for sundering or regenerating heads, and instead gains the cut up (piercing or slashing, 9 hp) defensive capability. After combat, a schism hydra’s strongest remaining physique swallows the others with the intention to heal itself. A schism hydra’s break up capacity just isn’t affected by acid or fireplace as a standard hydra’s is, and the one solution to cease it’s to drive it beneath the desired variety of hit points.
Warden Hydra (+2 CR)
Warden Hydras are guardians of cultic websites and great treasures, both skilled to protect such areas or simply drawn to the mystical energies therein. Their keen senses give them blindsense 60 feet and Blind-Struggle as a bonus feat, they usually automatically disbelieve illusions. Warden Hydras even have all-round imaginative and prescient and a racial bonus on Perception checks equal to their variety of heads (reasonably than +2). A warden Hydra good points a +4 bonus to its Dexterity. Mind-affecting results do not have an effect on a warden Hydra until they’ll have an effect on as many targets as the Hydra has heads.
Grave Hydra (+three CR)
These vile Hydras are the results of darkish wizardry, imbued with necromantic energies that fill them with hatred and taint them with evil. A grave Hydra has an alignment of impartial evil, possesses unfavorable vitality affinity and DR 5/magic, and has an unnatural aura of 30 feet. In addition, a creature struck by a grave hydra’s chew attack must succeed at a Fortitude save (DC 10 + 1/2 the hydra’s Hit Dice + the hydra’s Con modifier) or take 1 point of Constitution harm.
3rd Celebration Publisher Options ( NwP)
When captured by a monster trainer, hydras grant the coach entry to new spells.
Hydras in Mythology
The Hydra was an in any other case nameless water serpent in Greek mythology, spawned by Typhon and Echidna and raised by the goddess Hera to destroy Heracles. Referred to as the Lernaean Hydra due to its lair (Lake Lerna close to town of Argos, a physique of water fed by a sacred healing spring and stated to cowl a gate to the Underworld), the hydra’s breath and blood had been deadly poisonous, and even the spoor of its passage was lethal to those trying to track it.
Destroying the Lernaean Hydra was the Second Labor of Heracles, who used flaming arrows to flush the serpent out of its cave by the spring that fed the lake. He covered his face with a cloth to protect in opposition to the hydra’s poison, however as he fought, every head he destroyed grew again as two. His nephew Iolaus got here up with a plan to scorch every neck-stump with a burning department to stop it rising again, permitting superman shield t shirt zip Heracles to defeat it. Heracles used the hydra’s tainted blood on his arrows thereafter; the poison was so potent it polluted your complete river the place he killed Nessus the centaur and even brought demise to Heracles himself when he donned a tunic soaked in Nessus’s Hydra-contaminated blood.
Pathfinder Campaign Setting: Mythical Monsters Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A.