DanMcS said:
At most CRs, a full attack from an appropriate party melee guy plus some supporting spells and archery will put it down in a round or two, really.
I don't buy this.
CR 4 Hydra with 5 heads. Standard party (25 point buy) of 4 4th level PCs: Fighter, Cleric, Rogue, and Wizard.
The Hydra is slow, but so are the Fighter and Cleric.
The Two Handed Fighter attacks once per round at +9 (+1 WF, +4 BAB, +1 Magic, +3 Str) for 2D6 + 7 (+2 WS, +1 Magic, +4 Str). He hits AC 15 75% of the time, so he averages 75% * 14 * 1.1 (criticals) = 11.55 points of damage per round.
The Hydra attacks the AC 21 (+1 magic, +2 Dex, +8 full plate) Fighter 5 times per round at +6 for D10 + 3. He hits AC 21 30% of the time, so he averages 150% * 8.5 * 1.05 (criticals) = 13.3875 points of damage per round.
The Hydra kills the Fighter in 3 rounds on average if the Cleric does not keep the Fighter alive. It kills the Rogue in 2 or fewer rounds on average.
The Rogue flanks and sneak attacks the Hydra. We assume the Hydra moves around, so either the Fighter gets flank or the Rogue gets flank. Let's give the benefit of doubt to the Rogue getting flank every round and the Fighter never getting flank. The Rogue attacks once per round at +9 (+3 BAB, +1 Magic, +3 Dex Weapon Finesse +2 Flank) for 3D6 + 2 (+1 Magic, +1 Str, +2D6 sneak attack). He hits AC 15 75% of the time, so he averages 75% * 13.5 * 1.1 (criticals) = 10.3125 points of damage per round.
The Wizard casts Magic Missile and averages 7 points of damage every round. He could cast other spells like Melf's Acid Arrow, Grease, etc. which could help more, but also might not do anything.
The Cleric heals the Fighter or Rogue, depending on who the Hydra attacks.
The party averages 30.7 points of damage per round. The Hydra has 55 hit points, but also has Fast Heal 15.
So, the party does 30.7 on round one. The party does 15.7 on subsequent rounds. It takes 3 rounds to take out the Hydra. This assumes that the Hydra does not get any Attacks of Opportunity and does not get lucky and take out the lower AC and hit point Rogue in a single round, etc. This also assumed that the Rogue was able to Flank and Sneak attack every single round, otherwise, it will take more rounds to defeat the Hydra.
For example, on any round that the Fighter and Rogue do not both hit, the Hydra fast heals most if not all of the damage from that round (and possibly some damage from an earlier round).
A lucky party could take the Hydra out in 2 rounds, but not all parties are lucky. I suspect that many combats will result in the Hydra getting lucky on 3 or 4 attacks in at least one round out of the entire combat and the Fighter or Rogue (or even Cleric if he comes up to attack) could get taken out in a single round, especially if they were wounded in an earlier round. When that happens, the Fast Heal becomes even more useful since fewer PCs are attacking.