MM2 Excerpt: Heroslayer Hydra

More damage against the guy who marked it? Ouch. That thing is scary.
I really, really dig this mechanic. Now the DMs of the world have a way of fighting back against Battlerage Vigor Fighters, Hospitaler Paladins, and just-a-little-too-good-at-their-job Shielding Aegis Swordmages.
Make 'em think twice about marking. I dig it.
 

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*Heroslayer Hydra saves its APs till bloodied*

Heroslayer Hydra uses two Hydra Fury attacks on the fighter!

Heroslayer Hydra does massive damage! It's super effective!
 

While i like challenging monsters, I think this one has too much built in player-screw.

  • Turns a class ability into a class disability
  • Can't stop the heads from regrowing at all
  • Can't target the body to avoid regrowing heads
  • Party gets punished for backing up the abused Tank [Rampage]
  • Party gets punished for being lucky [hitting it with a crit recharges Rampage]
 

well, it's nice to have one or two creatures that you can break out on PCs to be extremely mean, or to knock an overconfident party down a peg. It seems like they still played it safe with dragons, then, wanting them to still be safe for common use. This hydra, not being quite as iconic, can afford to be meaner. It seems the pendulum is swinging in the opposite direction and solos are becoming much more threatening!
 

It needs something to simulate the "the heads not growing back when seared by fire" thing. I don't think we have a Hydra in 4th edition yet that can simulate the legendary one from Greek myths (except a player created one that I found right after the MM1 came out)
 
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While i like challenging monsters, I think this one has too much built in player-screw.

  • Turns a class ability into a class disability
  • Can't target the body to avoid regrowing heads
  • Party gets punished for being lucky [hitting it with a crit recharges

I'll agree with Frank on these points.

I like that they are making solos stronger but with fewer hitpoints. I like that the creature gets a nice "area" attack, and that it gets stronger as the fight goes on, which changes the fight dynamic a bit.

I don't like the power on a crit, or the extra damage on a mark power. I don't want my players bemoaning the fact they got a crit, and I don't want the fighter to feel punished for doing his job.

That said, there are lots of things I like about this creature, and I think its a good step forward in solo design.
 

The Fighter mark is a disability, it still gives the normal penalties to attacking all of the other characters, the bonus is only against the fighter.
 


This is my new favorite monster.

It's about time too. This is what they get for the Dragonborn "I negate your crit" and hafling "I force you to reroll" and Hospitaler's "You fireball us all and we gain hitpoints".

Revenge!!!
 

While i like challenging monsters, I think this one has too much built in player-screw.

  • Turns a class ability into a class disability
  • Can't stop the heads from regrowing at all
  • Can't target the body to avoid regrowing heads
  • Party gets punished for backing up the abused Tank [Rampage]
  • Party gets punished for being lucky [hitting it with a crit recharges Rampage]

See, I have no problem with any of that. I don't want to see them frequently, but if the occasional monster has the ability to turn an advantage into a disadvantage? Not only am I fine with that, I prefer it. Keeps things interesting.
 

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