Caliban said:
Whenever it's come up for me, it went a little different. My dwarven fighter carried a shield for things like this (shield is normally equipped, dropping it as part of movement, or as a move action when he wanted to switch to a two-handed grip). And he has combat expertise, dodge, and mobility.
So he closes with the hydra, who needs natural 20's to hit. Everyone else stays back, except for the rogue who tumbles in after he's got the hydra focused on him. Hydra goes down in a round or two, minimal damage to the party.
Yes, this can happen, but again, it won't typically happen in a round or two, not at fourth level.
The Hydra still gets 5 attacks at the Dwarf and still has a slim chance (maybe 20%) of getting 5 AoOs on the Rogue when he tumbles in. That means that the Hydra hits the Fighter one round in four. If the Fighter moves around the Hydra and attempts to draw all of the AoOs as well, then the Hydra hits the Fighter 2 rounds out of 5. So, it takes him 20 rounds or 12.5 rounds to kill the Fighter depending (assuming no healing).
The Fighter hits 55% of the time (assuming he only needs to Combat Expertise for 4 and not Fight Defensively as well to only get hit on a 20) for 10.5 per successful hit damage (or 6.355 average damage with crits).
Combined with the Rogue average damage, this is only 17 points a round of which the Hydra heals 15. So, the Rogue and Fighter combined are merely holding the Hydra off and not significantly damaging it if the Fighter fights full blown defensively. It will take them 20 rounds to kill it this way.
The Cleric and Wizard then have to take the Hydra out which they may or may not be capable of doing. Yes, they have 16 combined spells (if totally fresh) and possibly other magic to help them, but many of the spells might not be that useful in this situation. A Ray of Enfeeblement might do great. But, Mirror Image will probably not help and Wizards and Clerics in our campaigns tend to have a mixture of offensive, defensive, and miscellaneous spells.
All in all, this will not take one or two rounds to end. Most groups will probably end it in about four rounds, many more if the Fighter is defensively holding it off like you suggest and not often contributing enough damage to offset the Fast Healing.
Granted, this is a very safe way to handle this situation. But, your one to two round claim fighting this way is not realistic most of the time.