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<blockquote data-quote="brehobit" data-source="post: 3285181" data-attributes="member: 12032"><p>OK,</p><p>I've never, ever had a combat in D&D with a hydra in any addition. I just got done looking at the 3.5 Hydra for a game this Thursday.</p><p></p><p>#1 Hydras have combat reflexes AND a note saying that "A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity." Does that mean when a fighter (without improved sunder) tries to sunder a head ALL the heads get an attack? And up to twice a round? (Combat reflexes and a dex of 12). Or even trying to close with the body (due to the reach).</p><p></p><p>#2 Looking at a 6-headed one (CR 5) against my party I'm seeing TPK in the future for my 5th level (fairly optimized) party. The set-up is likely going to allow the hydra to close. Against an AC of 20 the expected damage from a full-attack is around 25 points of damage. If anyone provokes, it's another 25 points of damage that round. The party utterly lacks Will-save based attacks (Warlock 5, Warlock 4, Barb 1/Swordsage 4, Ranger 5), and I'm not sure there are any that a 5th level wizard (if they had one) would have that would be useful here. The party (at 4th level) has taken on ghosts and CR 7 undead. But one CR 5 hydra looks ugly. The warlocks can't sunder from range (not slashing damage) and the fast healing 16 is crazy good (plus 66 hps)</p><p></p><p>Help?</p><p></p><p>(I'm trying to run a module straight as written, so I'd rather not change the encounter unless folks think it's hopeless).</p><p></p><p>Mark</p></blockquote><p></p>
[QUOTE="brehobit, post: 3285181, member: 12032"] OK, I've never, ever had a combat in D&D with a hydra in any addition. I just got done looking at the 3.5 Hydra for a game this Thursday. #1 Hydras have combat reflexes AND a note saying that "A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity." Does that mean when a fighter (without improved sunder) tries to sunder a head ALL the heads get an attack? And up to twice a round? (Combat reflexes and a dex of 12). Or even trying to close with the body (due to the reach). #2 Looking at a 6-headed one (CR 5) against my party I'm seeing TPK in the future for my 5th level (fairly optimized) party. The set-up is likely going to allow the hydra to close. Against an AC of 20 the expected damage from a full-attack is around 25 points of damage. If anyone provokes, it's another 25 points of damage that round. The party utterly lacks Will-save based attacks (Warlock 5, Warlock 4, Barb 1/Swordsage 4, Ranger 5), and I'm not sure there are any that a 5th level wizard (if they had one) would have that would be useful here. The party (at 4th level) has taken on ghosts and CR 7 undead. But one CR 5 hydra looks ugly. The warlocks can't sunder from range (not slashing damage) and the fast healing 16 is crazy good (plus 66 hps) Help? (I'm trying to run a module straight as written, so I'd rather not change the encounter unless folks think it's hopeless). Mark [/QUOTE]
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