Difference between revisions of "Hydra"

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|-
 
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| '''Type''' || '''Hydra''' || '''Fire-breathing<br>Hydra''' || '''Lernaean<br>Hydra'''
 
| '''Type''' || '''Hydra''' || '''Fire-breathing<br>Hydra''' || '''Lernaean<br>Hydra'''
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| '''No. Appearing''' || 1 || 1 || 1
 
| '''No. Appearing''' || 1 || 1 || 1
 
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| '''Behaviour''' || colspan="3"|solitary
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| '''Behaviour''' || colspan="3"|[[Solitary Behaviour|solitary]]
 
|-
 
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| '''[[List of Ranges|Range]]''' || [[Jungle (range)|jungle]],<br>[[Subterranean (range)|subterranean]] || colspan="2"|[[Ruin (range)|ruin]]
 
| '''[[List of Ranges|Range]]''' || [[Jungle (range)|jungle]],<br>[[Subterranean (range)|subterranean]] || colspan="2"|[[Ruin (range)|ruin]]
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'''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.  
 
'''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.  
 
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[[File:Hydra.jpg|left|385px|thumb]]
[[File:Hydra.jpg|left|350px|thumb]]
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__TOC__
 
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 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 [[Combat Hex|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|melee]].  The odds of encountering a hydra outside of a watery habitat are quite low, occurring only once in every ten instances.
 
The hydra's heads are remarkably agile and possess a striking range of up to 15 feet outward when they launch their attacks (3 [[Combat Hex|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|melee]].  The odds of encountering a hydra outside of a watery habitat are quite low, occurring only once in every ten instances.
  
== Advantages ==
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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.
'''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
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has been taken and how long the damage lasts for each.
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== Hit Points ==
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The unique anatomy of the hydra presents an intriguing challenge for would-be adversariesIt's [[Hit Points|hit points]] are concentrated in its body, so that the individual heads can be hit and sustain [[Damage (hit points)|damage]], or even destroyed, without this directly affecting the hydra's overall health.
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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.
  
'''Breath weapon.''' The
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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.
  
== Defeating the Hydra ==
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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 growPursuing 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.
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 hitHits that cause less damage are ignored.  As the hydra's heads fall, the body is exposed and can be attacked directly.
 
  
[[Missile Weapons|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 headsFollowing it will mean fighting the beast [[Underwater Combat|wholly underwater]].
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== Advantages ==
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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 of 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
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has been taken and how long the damage lasts for each.  All hydras are venomous.
  
== Fire-breathing Hydra ==
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'''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 Throws for Items|saving throw against magical fire]].
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.
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'''Regeneration:''' Applying only to the Lernaean hydra, when this beast's heads are cut off, the stump not only regenerates but forms two heads, where before there was only one.  After a lapse of two rounds, both heads have fully regrown and their serpentine necks have separated and merged with the rest of the hydra's heads.  Upon the third round, both heads can attack normally.
  
== Lernaean Hydra ==
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: This regenerative process continues until the Lernaean hydra reaches a maximum of 18 heads.  However, given the opportunity to retreat, the extra heads will gradually be shed over several weeks, returning the creature's head count to its usual nine.
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 grownOnce 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.
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: Because when the head is lopped off, the neck drops prone to the ground, may be possible to apply a burning branch or some other brand to the severed neckThis must be done immediately, in the next combat round after the head was cut off.  If done, this prevents the severed neck from forming two new heads.  It might also be accomplished using a torch, burning oil or pitch, or magical means.  Of course, this strategy is impossible if the hydra is half-submerged in water.
  
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 magicHowever, 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.
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'''Immortal head:''' The Lernaean hydra also possesses a single "immortal head," which is impervious to death.  When attacking, the immortal head inflicts double the usual damage, amplifying the threat it poses.  While it can be severed from the body, this requires an extraordinary amount of damage in a single blow, '''23 damage'''.  And even if it's severed, the immortal head does not perishInstead, it remains functional and capable of swimming, or flipping itself towards an enemy to attackIf able to escape, the immortal head can grown an entirely new hydra from itself.  The exact duration of this regeneration is unknown, but it's believed to require many months.
  
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.
 
  
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See [[Bestiary]]
  
See Also,<br>
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[[Category: Reviewed]]
[[Beast]]<br>
 
[[Bestiary]]
 

Latest revision as of 01:47, 18 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.

Hydra.jpg

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. All hydras are venomous.

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: Applying only to the Lernaean hydra, when this beast's heads are cut off, the stump not only regenerates but forms two heads, where before there was only one. After a lapse of two rounds, both heads have fully regrown and their serpentine necks have separated and merged with the rest of the hydra's heads. Upon the third round, both heads can attack normally.

This regenerative process continues until the Lernaean hydra reaches a maximum of 18 heads. However, given the opportunity to retreat, the extra heads will gradually be shed over several weeks, returning the creature's head count to its usual nine.
Because when the head is lopped off, the neck drops prone to the ground, may be possible to apply a burning branch or some other brand to the severed neck. This must be done immediately, in the next combat round after the head was cut off. If done, this prevents the severed neck from forming two new heads. It might also be accomplished using a torch, burning oil or pitch, or magical means. Of course, this strategy is impossible if the hydra is half-submerged in water.

Immortal head: The Lernaean hydra also possesses a single "immortal head," which is impervious to death. When attacking, the immortal head inflicts double the usual damage, amplifying the threat it poses. While it can be severed from the body, this requires an extraordinary amount of damage in a single blow, 23 damage. And even if it's severed, the immortal head does not perish. Instead, it remains functional and capable of swimming, or flipping itself towards an enemy to attack. If able to escape, the immortal head can grown an entirely new hydra from itself. The exact duration of this regeneration is unknown, but it's believed to require many months.


See Bestiary