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Hydra ~ CR 4

Multiple snake-like heads rise from the sleek, serpentine body of this terrifying creature.

Environment: Temperate marshes

Organization: 1


Proficiency Score: +5

Huge; True Neutral; Animal, Mystical, Reptile


Armor Class: 19 (+1 Dex, +5 Natural, -2 Size, +5 Proficiency Score)

Hit Points: 84 (6d10+24)

Speed: Land 20 feet, Swim 20 feet

Initiative: +1


STRDEXCONINTWISCHA
17 (+3)12 (+1)18 (+4)2 (-4)11 (+0)9 (-1)

Saves: 

  • Fortitude +9
  • Reflex +6
  • Will +0

Skills: 

  • Athletics +8
  • Perception +5

Senses: Passive Perception: 15; Dark Vision 60 feet; Scent

Languages: None


Fast Healing (5). A Hydra gains a number of hit points at the beginning of its turn equal to the value of this ability

Regeneration (12, acid or fire). A Hydra can regrow two heads for each one destroyed in 1d4 rounds unless any damage with acid or fire tags is used to destroy the original head. This also returns 6 hit points per head. A Hydra cannot have more than 10 heads at any given time.

Rejuvenation. It is difficult to destroy a Hydra through simple combat. All heads must be destroyed, or its body killed.

Rend (Bite). If the Hydra uses the listed Strike twice against the same target and at least one of them hits, the target takes damage as if hit one additional time. This does not apply any effects beyond hit point damage.

Targeting. Strikes against a Hydra must either target a head or the body, any undeclared is assumed to attack the nearest head. Each head has 6 hit points and destroying a head deals that amount of damage to the body. Any damage from area of effects should be divided between all remaining heads and the body.

Actions

Bite. Melee Strike +8/+3/-2 (fatal d8, reach 10 feet, unarmed) with 4d8+3 piercing damage.