Hydra
CR 4, N Huge Magical beast
Senses: Perception 10, Darkvision 60, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: 20 ft., swim 20 ft. Skills: Athletics 7
Languages: None
Ability Scores: Str 17 (+9), Dex 12 (+7), Con 18 (+10), Int 2 (-2), Wis 11 (+2), Cha 9 (+1)
INIT: +1 CP: +5 HP: 47 (5d10+20) SA: -- DC: 17
AC: 15 Touch: 9 Flat-footed: 14 [+1 Dodge, +6 Natural, -2 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: -- Effect Immunity: --
Combat Reflexes (ex) - The Hydra gets a number of reactions equal to its dexterity bonus.
Fast Healing (su) - The Hydra recovers 5 lost hit points per round on its turn.
Hydra Traits (ex) - A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must target a particular head with a slashing weapon. To sever a head, you must inflict 5 hp of damage. A hydra can't attack with a severed head, but takes no other penalties.
Regenerate Head (ex) - When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.
Attacks
- Melee (Natural) - 5 x bites +6 (1d8+3). Reach: 10 ft.
Pounce (Full Round)(ex) - The Hydra can make a full-attack (instead of a single-attack) as part of a charge.
Environment: temperate marshes
Organization: None
Treasure: standard
Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster.
You can make more powerful hydras by increasing their Hit Dice-each added HD increases the hydra's statistics as appropriate, but also gives it one additional head and a +1 increase to its natural armor. A hydra's CR increases by +1 for each Hit Die it gains. Cryohydra/Pyrohydra (+2 CR): Variants of the standard hydra, the cryohydra lives in cold marshes or on glaciers, while the pyrohydra prefers deserts or volcanic mountains. A cryohydra gains the Cold subtype, while a pyrohydra gains the Fire subtype. Each of its heads has a breath weapon (15- ft. cone, 3d6 cold damage [cryohydra] or 3d6 fire damage [pyrohydra], Ref lex half ) useable every 1d4 rounds. The save DC is 10 + 1/2 the hydra's HD + the hydra's Con modifier. Although fire attacks cannot prevent a pyrohydra's neck stump from growing new heads (since it is immune to fire), 5 points of cold damage does. Acid works normally on both hydra variants.