Hydra

Shin Okada

Explorer
Recently I got some nice Hydra mini. And in a campaign which I am DMing one of the PC has Sunder feat. So I am planning to use one.

Now, there are 2 problems.

First, the PCs are now at level 11th. And the Hydra mini has 5 heads. According to MM, a 5-Headed Hydra is CR 4 (6 if Pyro or Cryo). Is there some good template or something which can strengthen a Hydra without changing it's appearance?

Second, though Hydra is meant to be a monster which encourages the use of Sunder feat, it is often far much easier to just kill the body than to cut it's all the heads off. The total HPs of the body is not that high. And spells and missile weapons are easily available. Do you have any idea how I can modify it so that the Sunder feat becomes much important?
 

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Second, though Hydra is meant to be a monster which encourages the use of Sunder feat, it is often far much easier to just kill the body than to cut it's all the heads off. The total HPs of the body is not that high. And spells and missile weapons are easily available. Do you have any idea how I can modify it so that the Sunder feat becomes much important?

Do what the hydra itself would do - not fight in open ground. Have it jam into a narrow opening and stick its heads through, so they provide cover for the body. That also tends to line up the PCs for breath weapons, too.
 

It provides no advancement entry but I would advance its HD anyway to be an appropriate CR, magical beast advancement is decent. The idea of adding rogue levels and letting its heads flank with each other is pretty amusing too though, ninja ambush hydra ftw!
 

Consider that they're facing a CR 12 version that's recently had some heads cut off, and the stumps seared to prevent regrowth. Perhaps a previous adventuring party that tried (and failed) to vanquish the beast?

Oddly, the only way for the Hydra to recover those severed and cauterized heads would be some adventurer types to try and kill it, severing one or more of its remaining heads, so they can grow back into two more. :)

Monster Manual said:
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 (such as a fireball spell or dragon breath) 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.

So when they see five heads, they'll think it's a walk over encounter. Then let it grow stronger as they fight it. Remember, they have Fast Heal, as well as regenerating severed heads.

Want to add challenge? Add Fiendish. Gives them some Fire resistance, so stumps can only be seared with acid.
 

Want to add challenge? Add Fiendish. Gives them some Fire resistance, so stumps can only be seared with acid.

OUch! If they don't know that going in, and don't have acid on hand (or a way to magically produce it, and they figure out that this will work), that's brutal! Very pleasantly brutal! :)
 

Realistically, the PyroHydra is already immune to fire, so the Fiendish template may be redundant.

However, consider the Hydra's swimming ability. Want a surprise variation on a sea serpent? :)
 


Not sure that's right.

My idea was a CR 11 or 12 Hydra or Pyrohydra who is currently missing some heads.

Enervation deals 1D4 negative levels. Empowered, that tops to 6. He has almost twice that many.
 



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