Difference between revisions of "Hydra"
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'''Venom.''' Hydras possess a moderate toxin, which necessitates a [[Saving Throws|saving throw]] each time one of a heads lands a successful [[Roll to Hit|hit]]. Failing this save results in the victim enduring 2 [[Hit Points|hit points]] of [[Damage (hit points)|damage]] per [[Combat Round|round]], for the next six rounds. Multiple failed saves can stack up quickly, so that careful attention must be paid to how much venom | '''Venom.''' Hydras possess a moderate toxin, which necessitates a [[Saving Throws|saving throw]] each time one of a heads lands a successful [[Roll to Hit|hit]]. Failing this save results in the victim enduring 2 [[Hit Points|hit points]] of [[Damage (hit points)|damage]] per [[Combat Round|round]], for the next six rounds. Multiple failed saves can stack up quickly, so that careful attention must be paid to how much venom | ||
has been taken and how long the damage lasts for each. | has been taken and how long the damage lasts for each. | ||
+ | |||
+ | '''Breath weapon.''' The | ||
== Defeating the Hydra == | == Defeating the Hydra == |
Revision as of 20:25, 3 October 2023
Type | Hydra | Fire-breathing Hydra |
Lernaean Hydra |
Species | beast | ||
No. Appearing | 1 | 1 | 1 |
Behaviour | solitary | ||
Range | jungle, subterranean |
ruin | |
Size | 10 ft. tall | 10 ft. tall | 10 ft. tall |
Weight | 600-1,400 lbs. | 720-960 lbs. | 1080 lbs. |
Intelligence | 4 | 4 | 4 |
Armour Class | 5 | 5 | 5 |
Hit Dice | 5-12 | 6-8 | 9 |
Action Points | body, 3 AP; heads 1 AP each | ||
Max. Stride | 2 | 2 | 2 |
THAC0 | 14-18 | 16-17 | 15 |
Hp/Die | d10, d4+d6 or d12 |
d10 or d4+d6 | d4+d6 |
Attack Form | 5-12: (bite) | 6-8: (bite) | 9: (bite) |
Damage | bite (2-12) | ||
Special Attack | venom | breath weapon, venom |
immortal head, regeneration venom |
Hydrae are huge, serpentine monstrosities that dwell within partially or completely submerged subterranean or dilapidated lairs. These creatures are the progeny of Typhon and Echidna, their numbers exceeding one hundred or so, spanning across regions from the Mediterranean to the Middle East and as far as southern India.
The hydra possesses a massive, corpulent body, with its rear portion measuring approximately 10 feet in width and 14 feet in length, terminating in a stubby tail. At the front of this muscular, leathery bulk, it's supported by two colossal stalk-like legs. Sprouting forth from the forepart of this sinewy mass are numerous snake-like tentacles, each adorned with ridged or knobbed heads, bearing a striking resemblance to dragons, with which the creature is said to share a distant kinship.
The hydra's heads are remarkably agile and possess a striking range of up to 15 feet outward when they launch their attacks (3 hexes. The creature is capable of assaulting opponents from all directions simultaneously. If it wishes, the hydra can attack with up to four of its heads upon a single foe. To safeguard themselves, hydrae prefer to confront adversaries in sufficiently deep water, allowing them to submerge if they're pressed in the attack. This also means that enemies must wade into waist-deep water to engage them in melee. The odds of encountering a hydra outside of a watery habitat are quite low, occurring only once in every ten instances.
Advantages
Venom. Hydras possess a moderate toxin, which necessitates a saving throw each time one of a heads lands a successful hit. Failing this save results in the victim enduring 2 hit points of damage per round, for the next six rounds. Multiple failed saves can stack up quickly, so that careful attention must be paid to how much venom has been taken and how long the damage lasts for each.
Breath weapon. The
Defeating the Hydra
The hydra's hit points are located in its body, which is protected by the hydra's heads. One or more heads will defend a combat hex surrounding the hydra's body, so that until the head is defeated, the body cannot be attacked. Damage done to the heads does not affect the body; the heads must be cut off. This can only be done with an edged weapon. To cut off a head, the attacker must cause 9 or more damage in a single hit. Hits that cause less damage are ignored. As the hydra's heads fall, the body is exposed and can be attacked directly.
Missile weapons and spells can attack the body, but this is why a hydra will keep its body submerged. When a hydra is reduced to less than half its original number of heads, if it is able it will submerge and flee, seeking a place where it can heal and regrow its heads. Following it will mean fighting the beast wholly underwater.
Fire-breathing Hydra
These creatures are like their more common breathren. They dwell in hot-water caves, with visible steam rising from the surface of the water, the temperature of which will resemble a hot bath. These creatures do breathe fire, in a jet that's one hex wide and two hexes long, causing 8 damage (half damage if saved against). There is a 4 in 10 chance that any given head will breathe each round; and once having done so, that head will require three rounds to recharge; after which time, the chance that it will breathe will be rolled again.
Fire-breathing hydras are also venomous, with the effects of their breathren as described above.
Lernaean Hydra
These are extremely rare creatures; it is guessed that there are less than a handful in existence. They are different from other hydras in two distinct ways. The first is that when the heads are cut off, over the course of two rounds the appendage will regenerate, sprouting not just a new head, but two new heads. Once regrown, the serpentine necks will split and separate, becoming indistinguishable from the hydra's other heads. After the two-round regrowth period, both new heads will be able to attack in the third round after the original head was cut off.
The Lernaean hydra will expand its number of heads until a maximum of 18 heads have grown. Once the beast is given a chance to retire, the extra heads will be shed over a period of weeks, until the Lernaean heads return to 9.
If encountered out of water, if fire is applied to the severed neck the round after the head is cut off, the Lernaean will not be able to regenerate two heads from it. This may be done with a torch, with burning oil or pitch, or with magic. However, as the beast will usually seek a watery place to fight from, it will defeat this tactic by immediately immersing the neck into the water at its feet, until it is able to regenerate.
The Lernaean also possesses one immortal head, which cannot be killed. It can be cut free of the body, but the amount of damage that must be done in one blow equals 18 damage. However, this will not mean the death of the head, which will be able to attack even after its separation. If not caught, it will roll or flip in an effort to escape, where it will, given an opportunity, grow a new body from itself. It is not known how long this takes, but surely it must require months and months. When attacking, the immortal head causes double damage. It, and all the heads of the Lernaean, possess the venom of other hydras, further increasing the danger presented by this beast.