airwalkrr said:Of course the ambiguous wording in the MM alone makes this whole thing debatable. I think it should be painfully obvious just by looking at the plain CR 4 hydra. Five attacks at +6 for 1d10+3 damage just for an AoO seems a bit much. Fighter moves up, takes five whacks, rogue moves up, takes five whacks, hydra acts, five more whacks. No other CR 4 monster is even remotely capable of that sheer amount of damage in one round even if critically hittng. It is bad enough to take one attack from a hydra while moving up when you know you are going to get attack five more times when the hydra acts next. Using option 1 just makes a hydra a practically impossible encounter unless the DM is soft-balling and/or fudging dice.
Exactly.TimSmith said:Therefore you don't rush up to the monster and get taken apart by the fusillade of bites. Instead you must use other tactics to defeat it-missile fire, spells, wait for it to come to you so you can 5 ft step to attack, rogue tumbles to avoid AoO, whatever.
I agree with you there, even if it's not supported by the rules. Seven saves against seven 3d6 cold attacks is more appropriate for a ~CR 6 encounter than one save vs. 21d6 cold attack.TimSmith said:I am going to be running a Cryohydra in the Shackled City very soon. I think I will have each head count as an independent creature for the breath weapons as well. This will give the party a break if they use energy resistance (only 3D6 per head, rather than 21D6) and let me blast some cool ice jets off amongst other heads biting etc.
Infiniti2000 said:So, when the hydra attacks normally, you don't allow it to attack with all of its heads on one target then? What's the maximum number of heads on one target?
TimSmith said:Therefore you don't rush up to the monster and get taken apart by the fusillade of bites. Instead you must use other tactics to defeat it-missile fire, spells, wait for it to come to you so you can 5 ft step to attack, rogue tumbles to avoid AoO, whatever.
airwalkrr said:A round occurs within the span of six seconds. Let us imagine, for the sake of argument, that you are a barbarian. Now a barbarian can move 80 feet with a full round action. That means each 5 foot movement you make is less than half a second. I seriously do not see less than half a second as ample time for twelve heads to attack a single square. I already believe you are stretching it by letting twelve heads attack a single square in six seconds. To posit it can happen within the span of 0.375 seconds is ludicrous.
Halcyon said:There isn't a 'reality' rule. However, there are lots of rules for magic. Magic doesn't exist in reality either, but it is really useful for explaining lots of phenomena in fantasy games that would not be possible in reailty. Notice that hydras are magical beasts....

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.