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<blockquote data-quote="frankthedm" data-source="post: 3418081" data-attributes="member: 1164"><p>uhm? Hydra were more or less maxed out in their entries. I could slap some template on them, but given there are some rules debates with hydras, I was not planning on doing a lot with them.</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=180520&page=1&pp=30" target="_blank">http://www.enworld.org/showthread.php?t=180520&page=1&pp=30</a></p><p></p><p>Edit. I added some HD and bumped a cryo a size catagory. I'll leave the playtesting to you. The CR is a really hard call because while devastating in the attack department, it still does not fly and has the cold subtype. </p><p></p><p>Tactics:</p><p>Bite and take the -20 on the Improved grab roll so only the one head is tied up if succesfull. Bite the grappled {dex and dodge bonuses denied] victim until it stops moving. On the next round, move away from victim<s>' pack. Don't forget to deal auto grapple damage on those medium size or smaller.</s></p><p><s></s></p><p><s>[sblock= Gargantuan CryoHydra]Dire polar hydra </s></p><p><s><strong> Size/Type: </strong> Gargantuan Magical Beast [cold]</s></p><p><s><strong> Hit Dice: </strong> 15d10 + 105 +15 (195 hp)</s></p><p><s><strong> Initiative: </strong> +1</s></p><p><s><strong> Speed: </strong> 20 ft. (4 squares), swim 20 ft.</s></p><p><s><strong> Armor Class: </strong> 24 (-4 size, +1 Dex, +17 natural), touch 7, flat-footed 23</s></p><p><s><strong> Base Attack/Grapple: </strong> +15/+41</s></p><p><s><strong> Attack: </strong> 12 bites +18 melee (3d8+10 19-20 x2 crit)</s></p><p><s><strong> Full Attack: </strong> 12 bites +18 melee (3d8+10 19-20 x2 crit)</s></p><p><s><strong> Space/Reach: </strong> 20 ft./15 ft.</s></p><p><s><strong> Special Attacks: </strong> Breath weapon.</s></p><p><s><strong> Special Qualities: </strong> Darkvision 60 ft., fast healing 22, low-light vision, scent</s></p><p><s><strong> Saves: </strong> Fort +16, Ref +10, Will +7</s></p><p><s><strong> Abilities: </strong> Str 31, Dex 12, Con 24, Int 2, Wis 10, Cha 9</s></p><p><s><strong> Skills: </strong> Listen +11, Spot +11, Swim +18</s></p><p><s><strong> Feats: </strong> Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Improved Toughness, Snatch, Improved Critical (Bite)</s></p><p><s><strong> Environment: </strong> Supernaturally cold marshes and Ice caves.</s></p><p><s><strong> Organization: </strong> Solitary</s></p><p><s><strong> Challenge Rating: </strong> 16 {Please critique and playtest}</s></p><p><s><strong> Treasure: </strong> 1/10 coins; 50% goods; 50% items</s></p><p><s><strong> Alignment: </strong> Usually neutral</s></p><p><s></s></p><p><s>It is about 30 feet long and weighs about 16,000 pounds. It does not speak. </s></p><p><s></s></p><p><s>Combat</s></p><p><s></s></p><p><s>Sever a Head: A successful sunder roll and 16 points of damage</s></p><p><s>Sear a stump: Touch attack or area effect dealing 5 point of acid or 4 points of fire</s></p><p><s></s></p><p><s>Hydras can attack with all their heads at no penalty, even if they move or charge during the round.</s></p><p> <s></s></p><p><s><span style="font-size: 9px">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. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">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. </span></s></p><p><s></s></p><p><s>Breath weapon (Su): These purplish hydras 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 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. [23 in this case]</s></p><p><s></s></p><p><s>Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads. </s></p><p><s></s></p><p><s>Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity. </s></p><p><s></s></p><p><s>Snatch [General]</s></p><p><s>Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one. </s></p><p><s></s></p><p><s>The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. </s></p><p><s></s></p><p><s><span style="font-size: 9px">Improved Grab</span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. </span>[/sblock]This one Has the D20 modern "Space creature" template on it. Sone nice fire resitance, but honestly with 60 point maximised fireballs and far worse being thrown around, that cold subtype is still going to get it killed.[sblock= Gargantuan Cryohydra from space] </s></p><p><s><strong> Size/Type: </strong> Gargantuan Magical Beast [cold]</s></p><p><s><strong> Hit Dice: </strong> 15d10 + 120 +15 (210 hp)</s></p><p><s><strong> Initiative: </strong> +1</s></p><p><s><strong> Speed: </strong> 20 ft. (4 squares), swim 20 ft, fly in space 20’ (perfect).</s></p><p><s><strong> Armor Class: </strong> 24 (-4 size, +1 Dex, +17 natural), touch 7, flat-footed 23</s></p><p><s><strong> Base Attack/Grapple: </strong> +15/+40</s></p><p><s><strong> Attack: </strong> 12 bites +17 melee (3d8+9 19-20 x2 crit)</s></p><p><s><strong> Full Attack: </strong> 12 bites +17 melee (3d8+9 19-20 x2 crit)</s></p><p><s><strong> Space/Reach: </strong> 20 ft./15 ft.</s></p><p><s><strong> Special Attacks: </strong> Breath weapon.</s></p><p><s><strong> Special Qualities: </strong> Darkvision 60 ft., fast healing 22, low-light vision, scent, resistance to fire 20, Resistance to cold 20, Spaceflight, Vacuum Survival.</s></p><p><s><strong> Saves: </strong> Fort +17, Ref +10, Will +7</s></p><p><s><strong> Abilities: </strong> Str 29, Dex 12, Con 26, Int 2, Wis 10, Cha 9</s></p><p><s><strong> Skills: </strong> Listen +11, Spot +11, Swim +17</s></p><p><s><strong> Feats: </strong> Zero G training, Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Improved Toughness, Snatch, Improved Critical (Bite)</s></p><p><s><strong> Environment: </strong> Supernaturally cold marshes and Ice caves.</s></p><p><s><strong> Organization: </strong> Solitary</s></p><p><s><strong> Challenge Rating: </strong> 15 {Please critique and playtest}</s></p><p><s><strong> Treasure: </strong> 1/10 coins; 50% goods; 50% items</s></p><p><s><strong> Alignment: </strong> Usually neutral</s></p><p><s></s></p><p><s>It is about 30 feet long and weighs about 16,000 pounds. It does not speak. </s></p><p><s></s></p><p><s>Combat</s></p><p><s></s></p><p><s>Sever a Head: A successful sunder roll and 17 points of damage</s></p><p><s>Sear a stump: Touch attack or area effect dealing 5 point of acid or 24 points of fire</s></p><p><s></s></p><p><s>Hydras can attack with all their heads at no penalty, even if they move or charge during the round.</s></p><p> <s></s></p><p><s><span style="font-size: 9px">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. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">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. </span></s></p><p><s></s></p><p><s>Breath weapon (Su): These purplish hydras 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 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. [24 in this case]</s></p><p><s></s></p><p><s>Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Apply fire resistance before increasing the damage a fire source would deal.</s></p><p><s></s></p><p><s>Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads. </s></p><p><s></s></p><p><s>Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning.</s></p><p><s></s></p><p><s>Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.</s></p><p><s></s></p><p><s>Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability).</s></p><p><s></s></p><p><s>Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity. </s></p><p><s></s></p><p><s><span style="font-size: 9px">Snatch [General]</span></s></p><p><s><span style="font-size: 9px">Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">Improved Grab</span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. </span></s></p><p><s><span style="font-size: 9px"></span></s></p><p><s><span style="font-size: 9px">ZERO-G TRAINING</span></s></p><p><s><span style="font-size: 9px">You can function normally in low gravity or zero gravity.</span></s></p><p><s><span style="font-size: 9px">Prerequisites: Dexterity 13, Tumble 4 ranks.</span></s></p><p><s><span style="font-size: 9px">Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.</span></s></p><p><s><span style="font-size: 9px">Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness. </span>[/sblock]</s></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3418081, member: 1164"] uhm? Hydra were more or less maxed out in their entries. I could slap some template on them, but given there are some rules debates with hydras, I was not planning on doing a lot with them. [url]http://www.enworld.org/showthread.php?t=180520&page=1&pp=30[/url] Edit. I added some HD and bumped a cryo a size catagory. I'll leave the playtesting to you. The CR is a really hard call because while devastating in the attack department, it still does not fly and has the cold subtype. Tactics: Bite and take the -20 on the Improved grab roll so only the one head is tied up if succesfull. Bite the grappled {dex and dodge bonuses denied] victim until it stops moving. On the next round, move away from victim[s]' pack. Don't forget to deal auto grapple damage on those medium size or smaller. [sblock= Gargantuan CryoHydra]Dire polar hydra [b] Size/Type: [/b] Gargantuan Magical Beast [cold] [b] Hit Dice: [/b] 15d10 + 105 +15 (195 hp) [b] Initiative: [/b] +1 [b] Speed: [/b] 20 ft. (4 squares), swim 20 ft. [b] Armor Class: [/b] 24 (-4 size, +1 Dex, +17 natural), touch 7, flat-footed 23 [b] Base Attack/Grapple: [/b] +15/+41 [b] Attack: [/b] 12 bites +18 melee (3d8+10 19-20 x2 crit) [b] Full Attack: [/b] 12 bites +18 melee (3d8+10 19-20 x2 crit) [b] Space/Reach: [/b] 20 ft./15 ft. [b] Special Attacks: [/b] Breath weapon. [b] Special Qualities: [/b] Darkvision 60 ft., fast healing 22, low-light vision, scent [b] Saves: [/b] Fort +16, Ref +10, Will +7 [b] Abilities: [/b] Str 31, Dex 12, Con 24, Int 2, Wis 10, Cha 9 [b] Skills: [/b] Listen +11, Spot +11, Swim +18 [b] Feats: [/b] Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Improved Toughness, Snatch, Improved Critical (Bite) [b] Environment: [/b] Supernaturally cold marshes and Ice caves. [b] Organization: [/b] Solitary [b] Challenge Rating: [/b] 16 {Please critique and playtest} [b] Treasure: [/b] 1/10 coins; 50% goods; 50% items [b] Alignment: [/b] Usually neutral It is about 30 feet long and weighs about 16,000 pounds. It does not speak. Combat Sever a Head: A successful sunder roll and 16 points of damage Sear a stump: Touch attack or area effect dealing 5 point of acid or 4 points of fire Hydras can attack with all their heads at no penalty, even if they move or charge during the round. [size=1]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. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid. A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. 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. [/size] Breath weapon (Su): These purplish hydras 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 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. [23 in this case] Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads. Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity. Snatch [General] Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. [size=1]Improved Grab If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. [/size][/sblock]This one Has the D20 modern "Space creature" template on it. Sone nice fire resitance, but honestly with 60 point maximised fireballs and far worse being thrown around, that cold subtype is still going to get it killed.[sblock= Gargantuan Cryohydra from space] [b] Size/Type: [/b] Gargantuan Magical Beast [cold] [b] Hit Dice: [/b] 15d10 + 120 +15 (210 hp) [b] Initiative: [/b] +1 [b] Speed: [/b] 20 ft. (4 squares), swim 20 ft, fly in space 20’ (perfect). [b] Armor Class: [/b] 24 (-4 size, +1 Dex, +17 natural), touch 7, flat-footed 23 [b] Base Attack/Grapple: [/b] +15/+40 [b] Attack: [/b] 12 bites +17 melee (3d8+9 19-20 x2 crit) [b] Full Attack: [/b] 12 bites +17 melee (3d8+9 19-20 x2 crit) [b] Space/Reach: [/b] 20 ft./15 ft. [b] Special Attacks: [/b] Breath weapon. [b] Special Qualities: [/b] Darkvision 60 ft., fast healing 22, low-light vision, scent, resistance to fire 20, Resistance to cold 20, Spaceflight, Vacuum Survival. [b] Saves: [/b] Fort +17, Ref +10, Will +7 [b] Abilities: [/b] Str 29, Dex 12, Con 26, Int 2, Wis 10, Cha 9 [b] Skills: [/b] Listen +11, Spot +11, Swim +17 [b] Feats: [/b] Zero G training, Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Improved Toughness, Snatch, Improved Critical (Bite) [b] Environment: [/b] Supernaturally cold marshes and Ice caves. [b] Organization: [/b] Solitary [b] Challenge Rating: [/b] 15 {Please critique and playtest} [b] Treasure: [/b] 1/10 coins; 50% goods; 50% items [b] Alignment: [/b] Usually neutral It is about 30 feet long and weighs about 16,000 pounds. It does not speak. Combat Sever a Head: A successful sunder roll and 17 points of damage Sear a stump: Touch attack or area effect dealing 5 point of acid or 24 points of fire Hydras can attack with all their heads at no penalty, even if they move or charge during the round. [size=1]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. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid. A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. 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. [/size] Breath weapon (Su): These purplish hydras 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 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. [24 in this case] Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Apply fire resistance before increasing the damage a fire source would deal. Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads. Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning. Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments. Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability). Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity. [size=1]Snatch [General] Prerequisite: Size Huge or larger. Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater. Improved Grab If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight. ZERO-G TRAINING You can function normally in low gravity or zero gravity. Prerequisites: Dexterity 13, Tumble 4 ranks. Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness. Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness. [/size][/sblock][/s] [/QUOTE]
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