Variants Of The standard Hydra
N Huge magical beast
Init +1; Senses darkvision 60 ft.low-light imaginative and prescient, scent; Perception +10
AC 15, contact 9, flat-footed 14 (+1 Dex, +6 pure, -2 measurement)
hp 47 (5d10+20); fast 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
Str 17, Dex 12, Con 18, Int 2, Wis eleven, Cha 9
Base Atk +5; CMB +10; finn and jake shirts philippines CMD 21 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes
Abilities Perception +10, Swim +11; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head
Atmosphere temperate marshes
Fast Healing (Ex) A hydra’s quick healing ability is equal to its present variety of heads (minimum quick healing 5). This fast healing applies only to damage inflicted on the hydra’s physique.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its physique. Any assault that isn’t an try to sever a head affects the body, including space assaults or attacks that trigger piercing or bludgeoning injury. To sever a head, an opponent must make a sunder try with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent should inflict enough damage to reduce the top’s hit points to zero or less. Severing a head offers damage to the hydra’s body equal to the hydra’s present HD. A hydra can’t attack with a severed head, however takes no different penalties.
Regenerate Head (Ex) When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra can not have more than twice its original variety of heads at any one time. To stop new heads from rising, at the least 5 points of acid or hearth harm have to be dealt to the stump (a touch assault to hit) before finn and jake shirts philippines they seem. Acid or fire harm from space assaults can have an effect on stumps and the physique concurrently. A hydra doesn’t die from shedding its heads till all are cut off and the stumps seared by acid or fireplace.
You may make more highly effective hydras by increasing their Hit Dice—each added HD increases the hydra’s statistics as appropriate, but in addition provides it one further head and a +1 finn and jake shirts philippines improve to its pure armor. A hydra’s CR increases by +1 for every Hit Die it features.
Cryohydra/Pyrohydra (+2 CR): Variants of the usual hydra, the cryohydra lives in cold marshes or on glaciers, whereas the pyrohydra prefers deserts or volcanic mountains. A cryohydra good points the Chilly subtype, while a pyrohydra good points the Fireplace subtype. Every of its heads has a breath weapon (15-ft. cone, 3d6 chilly harm [cryohydra] or 3d6 fire harm [pyrohydra], Reflex half) useable every 1d4 rounds. The save DC is 10 + 1/2 the hydra’s HD + the hydra’s Con modifier. Although fire assaults can’t forestall a pyrohydra’s neck stump from growing new heads (since it is immune to fire), 5 points of chilly harm does. Acid works usually on each hydra variants.