Hydras

by CanceRevolution

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Hydra

Deep within the murky swamps and dark forests, the fearsome Hydras lie in wait. These mythical beasts are known for their multiple heads, which can regrow if severed, making them almost impossible to defeat.

A Hydra's scales are as black as midnight, with a shimmering green sheen that glows in the moonlight. Its eyes glow with an unearthly red hue, and its many heads snap and hiss in unison, a terrifying symphony of destruction. No prey is safe from the Hydra's grasp, and many a brave warrior has fallen to its power.

Despite their fearsome reputation, Hydras are not invincible. They can be defeated, but only with great skill and courage. One must cut off each of the Hydra's heads, and then quickly cauterize the wounds to prevent them from regrowing. It is a dangerous and perilous task, but those who manage to defeat a Hydra will be forever remembered as heroes in the annals of history.

Tier 3



Young Hydra

Large, Draconic/ Monstrosity

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 7 AP 3
HP 168 Posture 85
  • Passive Insight/ Perception 15
  • Senses Blindsenses
  • Language None

Movement

Base/ Swim 25 Climb 25 Dash 50

Stats + Skills

STR +8 DEX -1 INT -3 WIS +5 CHA -3
  • LU -2: Luck Points: 0; Critical Fail: 1 or 2

Abilities

  • Multiple Heads You gain advantage on Perception Checks. You gain multiple Reactions, but cannot use all of them at once.

  • You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.

  • Head Regeneration For every 50 HP you lose, you lose 1 head. If you lose all your heads, you die.

  • However, at the start of your turn, you gain 2 extra heads for every head lost. You do not regenerate heads if you are Ignited.

  • You can take 1 Action and 1 Reaction for every head you have. You start with 4 heads.

  • Hold Breath You can hold breath for 3 hours

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

Actions (4)

  • Bite Hit +8, Dmg 1d12 thrust + 1d6 poison
  • Armor Piercer: You ignore 2 AP
  • Long Reach: The reach of this Attack is 15 feet.

Reactions (4)

  • Territorial If a creature within reach moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.

Tier 4



Hydra

Enormous, Draconic/ Monstrosity

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 7 AP 4
HP 330 Posture 166
  • Passive Insight/ Perception 16
  • Senses Blindsenses
  • Language None

Movement

Base/ Swim 25 Climb 25 Dash 50

Stats + Skills

STR +10 DEX -1 INT -3 WIS +6 CHA -3
  • LU -2: Luck Points: 0; Critical Fail: 1 or 2

Abilities

  • Hold Breath You can hold breath for 3 hours

  • Multiple Heads You gain advantage on Perception Checks. You gain multiple Reactions, but cannot use all of them at once.

  • You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

  • Head Regeneration For every 50 HP you lose, you lose 1 head. If you lose all your heads, you die.

  • However, at the start of your turn, you gain 2 extra heads for every head lost. You do not regenerate heads if you are Ignited.

  • You can take 1 Action and 1 Reaction for every head you have. You start with 5 heads.

Actions (5)

  • Bite Hit +10, Dmg 1d12 thrust + 1d8 poison

  • Armor Piercer: You ignore 2 AP

  • Long Reach: The reach of this Attack is 30 feet.

  • Poison Breath All creatures within an 15 feet wide and 30 feet long area in front of you must make an Endurance Save (DC 18). On a fail, they take 4d8 poison damage and become Poisoned (1d8, 1 turn). On a success, they only take half that damage.

  • Triumph: This Action has a limit of once per round.

Reactions (5)

  • Territorial If a creature within reach moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.

Tier 5



Hydraculus, the Beast with Infinite Heads

Gigantic, Draconic/ Monstrosity

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 5 AP 5
HP 491 Posture 248
  • Passive Insight/ Perception 18
  • Senses Blindsenses
  • Language None

Movement

Base/ Swim 40 Climb 60 Dash 120

Stats + Skills

STR +11 DEX -3 INT -3 WIS +8 CHA -3
  • LU -2: Luck Points: 0; Critical Fail: 1 or 2

Villain Action

  • Head Save When you fail a Save, you can succeed on it instead. However, you lose 50 HP when you do so, losing 1 head in this process.

Abilities

  • Hold Breath You can hold breath for 3 hours

  • Multiple Heads You gain advantage on Perception Checks. You gain multiple Reactions, but cannot use all of them at once.

  • You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.

  • Head Regeneration For every 50 HP you lose, you lose 1 head. If you lose all your heads, you die.

  • However, at the start of your turn, you gain 2 extra heads for every head lost. You do not regenerate heads if you are Ignited.

  • You can take 1 Action and 1 Reaction for every head you have. You start with 5 heads.

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

Actions (5)

  • Bite Hit +11, Dmg 2d12 thrust + 1d12 poison

  • Armor Piercer: You ignore 2 AP

  • Long Reach: The reach of this Attack is 60 feet.

  • Poison Breath All creatures within an 30 feet wide and 60 feet long area in front of you must make an Endurance Save (DC 19). On a fail, they take 4d12 poison damage and become Poisoned (1d12, 1 turn). On a success, they only take half that damage.

  • Triumph: This Action has a limit of once per round.

Reactions (5)

  • Territorial If a creature within reach moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.