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[[Image:Hydra.jpg]]
 
[[Image:Hydra.jpg]]
 
The Hydra is a large, four-headed serpentine creature that lives exclusively in swamps and bogs.
 
  
 
:Hit Dice:       4d10+23 (45 hp)
 
:Hit Dice:       4d10+23 (45 hp)
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:Environment:     Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes)
 
:Environment:     Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes)
 
:Organization:     Solitary
 
:Organization:     Solitary
:Challenge Rating:    5 (normal); 7 (pyro- or cryo-)
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:Challenge Rating:    4 (normal); 6 (pyro- or cryo-)
 
:Treasure:     1/10 coins; 50% goods; 50% items
 
:Treasure:     1/10 coins; 50% goods; 50% items
 
:Alignment:     Usually neutral
 
:Alignment:     Usually neutral
 
:Advancement:     —
 
:Advancement:     —
  
====Hydra====
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Hydras are reptile-like monsters with multiple heads.
 
 
:Huge Magical Beast
 
:Element:
 
:Fatigue: d+ ()
 
:Speed:  squares
 
:Physical Base Bonus: +
 
:Mental Base Bonus: +
 
:Attack: Melee + ()
 
:Space/Reach: 5 ft./5 ft.
 
:Special Attacks:
 
:Defenses: Fort , Ref , Will , Wit
 
:Physical Threshold: , Social Threshold:
 
:Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
 
:Skills:
 
:Racial Features:
 
:Feats:
 
:Talents:
 
:Maneuvers:
 
:Languages:
 
:Environment:
 
:Organization: Solitary
 
:Challenge Rating:
 
:Level Adjustment:
 
:Reward:
 
 
 
====Special Abilities====
 
 
 
* '''Fast Healing''' (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.
 
 
 
* '''Skills''': Hydras have a +2 racial bonus on Listen and Spot 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''': A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.
 
 
 
* '''Discordant Heads''' (Ex): At the beginning of each turn roll a d% for the hydra and compare the result to the following table: 01–10, some of the hydra's heads attack each other, attack self with melee or ranged weapon; 11–20, some of the hydra's heads are at odds with each other, hydra does not act; 21–70, act normally; 71–100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
 
 
 
====Appearance====
 
 
 
Hydras are some of the largest of all pseudodragons, standing at a maximum height of nearly 30 feet. These creatures are coated in slimy, orange-ish brown scales with red fins on their heads, pointed chins, green eyes, two thick reptilian legs, and spiked dragon-like tails. The presence of these creatures are often signaled by a unique foul-smelling odor.
 
  
 
A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds.
 
A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds.
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Hydras do not speak.
 
Hydras do not speak.
  
====Behavior====
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====Combat====
 
 
These creatures are solitary, actively agressive creatures that will leap at the chance to consume defenseless members of sentient races, ponies being especially delectable to their palletes. However, if they find their prey to be too difficult to catch, they will abandon the chase to find easier prey such as catfish, giant rats, and filth birds.
 
 
 
Each of their four heads has their own personality, and it is not uncommon to see a Hydra arguing with itself over food (even though all four throats lead to the same stomach).
 
  
 
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
 
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
 
Hydras are most notable for their remarkable self-healing abilities that make them very difficult to kill. If something was ever able to cut off one of the hydra's heads, the creature is capable of reattaching the decapatated head onto the neck and completely heal the wound as if nothing ever happened. The only way to successully slay a hydra is to cut off each head and then burn the stumps with fire before they can fix themselves.
 
  
 
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.
 
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.
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Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
 
Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
  
====Trivia====
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====Special Abilities====
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* '''Fast Healing''' (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.
 +
 
 +
* '''Skills''': Hydras have a +2 racial bonus on Listen and Spot 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.
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* '''Feats''': A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.
  
* Unlike most creatures who require a mate in order to reproduce, hydras are hermaphrodites capable of asexual reproduction. This means that each hydra is both male and female, capable of laying a single fertized egg at a time all by themselves, whenever they feel it is necessary.
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* '''Discordant Heads''' (Ex): At the beginning of each turn roll a d% for the hydra and compare the result to the following table: 01–10, some of the hydra's heads attack each other, attack self with melee or ranged weapon; 11–20, some of the hydra's heads are at odds with each other, hydra does not act; 21–70, act normally; 71–100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
  
 
===Pyrohydra===
 
===Pyrohydra===

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