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Pyrohydra
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<blockquote data-quote="frankthedm" data-source="post: 3180999" data-attributes="member: 1164"><p>OH... 3.0 Hydra, well then maybe, "all heads strike on 1 AoO" might not be as bad. CR 4 without fast healing 10 and striking the heads counts as attacking a creature 3 sizes smaller [AC 19] rather than the AoO inducing sunder. Plus it is 3.0 20' x 20' rather than the 3.5 all huge =15'x15'. This means the hydra will be fare more cramped.</p><p></p><p>[sblock=3.0 hydra]Climate/Terrain: Any marsh and underground</p><p>Organization: Solitary</p><p>Challenge Rating: </p><p>Five-headed 4 (normal); </p><p>6 (pyro- or cryo-); </p><p>7 (Lernaean); or </p><p>8 (Lernaean pyro- or cryo-)</p><p>Six-headed 5 (normal); </p><p>7 (pyro- or cryo-); </p><p>8 (Lernaean); </p><p>or 9 (Lernaean pyro- or cryo-)</p><p>Seven-headed 6 (normal); </p><p>8 (pyro- or cryo-); </p><p>9 (Lernaean); </p><p>or 10 (Lernaean pyro- or cryo-)</p><p>Eight-headed 7 (normal); </p><p>9 (pyro- or cryo-); </p><p>10 (Lernaean); </p><p>or 11 (Lernaean pyro- or cryo-)</p><p>Nine-headed 8 (normal); </p><p>10 (pyro- or cryo-); </p><p>11 (Lernaean); </p><p>or 12 (Lernaean pyro- or cryo-)</p><p>Ten-headed 9 (normal); </p><p>11 (pyro- or cryo-); </p><p>12 (Lernaean); </p><p>or 13_(Lernaean pyro- or cryo-)</p><p>Eleven-headed 10 (normal); </p><p>12 (pyro- or cryo-); </p><p>13 (Lernaean); </p><p>or 14 (Lernaean pyro- or cryo-)</p><p>Twelve-headed 11 (normal); </p><p>13 (pyro- or cryo-); </p><p>14 (Lernaean); </p><p>or 15 (Lernaean pyro- or cryo-)</p><p>Treasure: 1/10 coins; 50% goods; 50% items</p><p>Alignment: Always neutral</p><p>Advancement: -</p><p>Magical Beasts</p><p>Three special kinds of hydras-the Lernaean hydra, the pyrohydra, and the cryohydra-are magical beasts rather than beasts. They have all the same characteristics and statistics blocks that ordinary hydras have, and in addition they possess special abilities.</p><p>Combat</p><p>Hydras can attack with all their heads at no penalty, even if they move or charge during the round.</p><p>A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The hydra can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.</p><p>Skills: Hydras receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads.</p><p>Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.</p><p>Lernaean Hydra</p><p>The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean 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.</p><p>To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.</p><p>Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra’s heads.</p><p>Pyrohydra</p><p>These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + the hydra’s Constitution modifier.</p><p>Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.</p><p>A pyrohydra may also be of the Lernaean form.</p><p>Cryohydra</p><p>These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + the hydra’s Constitution modifier.</p><p>Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.</p><p>A cryohydra may also be of the Lernaean form.[/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3180999, member: 1164"] OH... 3.0 Hydra, well then maybe, "all heads strike on 1 AoO" might not be as bad. CR 4 without fast healing 10 and striking the heads counts as attacking a creature 3 sizes smaller [AC 19] rather than the AoO inducing sunder. Plus it is 3.0 20' x 20' rather than the 3.5 all huge =15'x15'. This means the hydra will be fare more cramped. [sblock=3.0 hydra]Climate/Terrain: Any marsh and underground Organization: Solitary Challenge Rating: Five-headed 4 (normal); 6 (pyro- or cryo-); 7 (Lernaean); or 8 (Lernaean pyro- or cryo-) Six-headed 5 (normal); 7 (pyro- or cryo-); 8 (Lernaean); or 9 (Lernaean pyro- or cryo-) Seven-headed 6 (normal); 8 (pyro- or cryo-); 9 (Lernaean); or 10 (Lernaean pyro- or cryo-) Eight-headed 7 (normal); 9 (pyro- or cryo-); 10 (Lernaean); or 11 (Lernaean pyro- or cryo-) Nine-headed 8 (normal); 10 (pyro- or cryo-); 11 (Lernaean); or 12 (Lernaean pyro- or cryo-) Ten-headed 9 (normal); 11 (pyro- or cryo-); 12 (Lernaean); or 13_(Lernaean pyro- or cryo-) Eleven-headed 10 (normal); 12 (pyro- or cryo-); 13 (Lernaean); or 14 (Lernaean pyro- or cryo-) Twelve-headed 11 (normal); 13 (pyro- or cryo-); 14 (Lernaean); or 15 (Lernaean pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always neutral Advancement: - Magical Beasts Three special kinds of hydras-the Lernaean hydra, the pyrohydra, and the cryohydra-are magical beasts rather than beasts. They have all the same characteristics and statistics blocks that ordinary hydras have, and in addition they possess special abilities. Combat Hydras can attack with all their heads at no penalty, even if they move or charge during the round. A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The hydra can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month. Skills: Hydras receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round. Lernaean Hydra The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean 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, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear. Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra’s heads. Pyrohydra These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + the hydra’s Constitution modifier. Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save. A pyrohydra may also be of the Lernaean form. Cryohydra These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + the hydra’s Constitution modifier. Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save. A cryohydra may also be of the Lernaean form.[/sblock] [/QUOTE]
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