Difference between revisions of "Hydra"
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== Hit Points == | == Hit Points == | ||
− | The hydra's [[Hit Points|hit points]] are in its body, | + | The unique anatomy of the hydra presents an intriguing challenge for would-be adversaries. It's [[Hit Points|hit points]] are concentrated in its body, so that the individual heads can be hit and sustain damage, or even destroyed, without this directly affecting the hydra's overall health. |
− | + | Therefore the hydra employs a defensive strategy by positioning its heads as a protective barrier between itself and potential threats, making it challenging to harm or ultimately slay. It has an instinctual awareness of the danger posed to its vulnerable body, and any creature attempting to approach the body is attacked aggressively. | |
− | Combatants | + | When it comes to attacks on its heads, the hydra possesses remarkable resilience. Damage of less than 8 hit points inflicted upon a head is shrugged off and disregarded by the creature. However, if a single blow with an '''edged weapon''', delivers 9 or more damage to a head, that head is severed from the hydra's body. As heads are severed, the creature's body becomes increasingly exposed, enabling direct attacks. |
+ | |||
+ | Combatants have the option to employ [[Missile Weapons|ranged weapons]] and spells to target the hydra's body, but this is precisely why the hydra maintains its body submerged in water as a defensive measure. When a hydra loses approximately half of its original heads, if it has the opportunity, the creature will submerge and retreat, seeking a location where it can recuperate and regrow its lost heads. Each head requires between 6 and 8 weeks to grow. Pursuing the hydra would require engaging it in its lair, which is typically [[Underwater Combat|submerged underwater]], posing even greater challenges for those seeking to defeat the creature. | ||
== Advantages == | == Advantages == |
Revision as of 20:56, 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.
Contents
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.
The fire-breathing hydra dwell in hot-water caves, where visible steam rises from the water surface. The temperature is usually that of a hot bath.
Hit Points
The unique anatomy of the hydra presents an intriguing challenge for would-be adversaries. It's hit points are concentrated in its body, so that the individual heads can be hit and sustain damage, or even destroyed, without this directly affecting the hydra's overall health.
Therefore the hydra employs a defensive strategy by positioning its heads as a protective barrier between itself and potential threats, making it challenging to harm or ultimately slay. It has an instinctual awareness of the danger posed to its vulnerable body, and any creature attempting to approach the body is attacked aggressively.
When it comes to attacks on its heads, the hydra possesses remarkable resilience. Damage of less than 8 hit points inflicted upon a head is shrugged off and disregarded by the creature. However, if a single blow with an edged weapon, delivers 9 or more damage to a head, that head is severed from the hydra's body. As heads are severed, the creature's body becomes increasingly exposed, enabling direct attacks.
Combatants have the option to employ ranged weapons and spells to target the hydra's body, but this is precisely why the hydra maintains its body submerged in water as a defensive measure. When a hydra loses approximately half of its original heads, if it has the opportunity, the creature will submerge and retreat, seeking a location where it can recuperate and regrow its lost heads. Each head requires between 6 and 8 weeks to grow. Pursuing the hydra would require engaging it in its lair, which is typically submerged underwater, posing even greater challenges for those seeking to defeat the creature.
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 fire-breathing hydra produces a jet that's one hex wide and two hexes long from each head; this causes 8 damage (half if saved against). There's a 4 in 10 chance that any given head will breathe in a given round, rather than attacking with a bite. Once it's breathed fire, a head requires three rounds before re-acquiring the ability sufficiently to do it again, during which time the head attacks normally. The carried items of any combatant that has failed save, on the side facing the hydra, must make saving throw against magical fire.
Regeneration:
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.