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Hydras, 3d6 breath per head & other ?s
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<blockquote data-quote="uzagi_akimbo" data-source="post: 1660264" data-attributes="member: 15945"><p>I don't think there is. My definite answer,though, would be</p><p>"Each head breathes a separate 3D6 stream/jet attack, which has to be saved against individually and can be targeted individually". For purposes of book-keeping, I would have all the heads breath in the same round , then recharge, but if you want to go the extra yard, keep track of recharge time for each of the heads (and any new growths ) separately. </p><p></p><p>IMC, we had a lot of hydras (thematically inavoidable in one) and after the first few fights (when the players still honed their skills), no-one ever died. Yes they are a hassle, but so is other stuff where one has to follow a specific tactic to succeed. ( And to reply to elder_basilisks fears , we definitely play below the monetary threshold for equipment, and with several key spells like fly etc out of the picture - my 14th level cleric holds about 60k gp worth of gear (should have around 150k of stuff by the DMG ), and he is easily among the better equipped PCs. We started with pretty average set stats, including a score of 8..... . Guess that is not too "high-powered", right ?)</p><p></p><p>In my/ IMC's experience Hydras die easily if you do not go the frontal assault road, periord. Neutralize their AoO salvoes (following Hyp's take on these here), say with a high-AC, expertised mobility moving fighter, some fun major image, summoned fall-guy, or even better send them confused/fleeing/charmed/stunned with mind affecting magics (and sneak them while they do), drain their Str with necromancy and see them flounder, hit them with curses and enervations till they cannot move even their tail-tips...</p><p></p><p>But they are a wonderful thing to humiliate groups relying on full-frontal assaults relying on brute strength and "dishing it out", like the combat-cleric and barbarian-berzerk crowds. If you are dumb enough to play to their strengths you get every TPK you deserve.</p></blockquote><p></p>
[QUOTE="uzagi_akimbo, post: 1660264, member: 15945"] I don't think there is. My definite answer,though, would be "Each head breathes a separate 3D6 stream/jet attack, which has to be saved against individually and can be targeted individually". For purposes of book-keeping, I would have all the heads breath in the same round , then recharge, but if you want to go the extra yard, keep track of recharge time for each of the heads (and any new growths ) separately. IMC, we had a lot of hydras (thematically inavoidable in one) and after the first few fights (when the players still honed their skills), no-one ever died. Yes they are a hassle, but so is other stuff where one has to follow a specific tactic to succeed. ( And to reply to elder_basilisks fears , we definitely play below the monetary threshold for equipment, and with several key spells like fly etc out of the picture - my 14th level cleric holds about 60k gp worth of gear (should have around 150k of stuff by the DMG ), and he is easily among the better equipped PCs. We started with pretty average set stats, including a score of 8..... . Guess that is not too "high-powered", right ?) In my/ IMC's experience Hydras die easily if you do not go the frontal assault road, periord. Neutralize their AoO salvoes (following Hyp's take on these here), say with a high-AC, expertised mobility moving fighter, some fun major image, summoned fall-guy, or even better send them confused/fleeing/charmed/stunned with mind affecting magics (and sneak them while they do), drain their Str with necromancy and see them flounder, hit them with curses and enervations till they cannot move even their tail-tips... But they are a wonderful thing to humiliate groups relying on full-frontal assaults relying on brute strength and "dishing it out", like the combat-cleric and barbarian-berzerk crowds. If you are dumb enough to play to their strengths you get every TPK you deserve. [/QUOTE]
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Hydras, 3d6 breath per head & other ?s
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