Species | Hydra |
Subspecies | Cryohydra |
Size | Huge |
Type | Magical Beast (Cold) |
Hit Dice | 5d10+28 (180 hp) |
Speed | 20 ft; Swim 20 ft. |
Abilities | Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Special Qualities | Darkvision 60', Fast Healing 15, Hydra Traits, Low-light Vision, Regenerate Head, Scent |
Environment | Cold Marshes |
Organization | Solitary |
Alignment | N |
Advancement | - |
Level Adjustment | - |
Skills |
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Perception +6, Swim +11 Hydras have a +2 racial bonus on Perception checks, thanks to their multiple heads. A hydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
Feats |
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Combat Reflexes, Iron Will, Toughness A hydra's Combat Reflexes feat allows it to have a number of attacks of opportunity equal to its Dexterity modifier plus its number of heads. |
Combat | |
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Initiative | +1 |
Armor Class (AC) | 7 (20) [+5 base, -2 size, +1 dex] |
Base Attack | +25%/+60% [+3 dam] |
Full Attack | 5 Bites +35% [+3 dam] (max Large) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Cold Breath |
Saves | Fort +9, Ref +5, Will +3 |
Description |
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Fast Healing (Ex): A cryohydra’s fast healing ability is equal to 10 + its current number of heads. This fast healing applies only to damage inflicted on the hydra’s body. Hydra Traits (Ex): A cryohydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD x2. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the cryohydra’s current HD x2. A cryohydra can’t attack with a severed head, but takes no other penalties. Regenerate Head (Ex): When a cryohydra’s head is destroyed, two heads regrow in 1d4 rounds. A cryohydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 10 points of fire damage must be dealt to the stump before they appear. Fire damage from area attacks can affect stumps and the body simultaneously. A cryohydra doesn’t die from losing its heads until all are cut off and the stumps seared by fire. Cold Breath (Su): Cryohydras are purplish hydras that can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals cold damage as a 2nd level spell per head. Each breath weapon is rolled separately. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. (DC 17 = +85% OB, 2nd level spell, Reflex as DB) |