Difference between revisions of "Hydra"

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== Hit Points ==
 
== Hit Points ==
The hydra's hit points are in its body,  
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The hydra's [[Hit Points|hit points]] are in its body,  
  
  
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== Advantages ==
 
== Advantages ==
'''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 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.
  

Revision as of 20:42, 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.

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 hydra's hit points are in its body,


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.

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.


See Also,
Beast
Bestiary