Neutral Large Monster (reptile) (20-ft, 4,000-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1 (IV. 1)
SURPRISE: 33%
SENSES: infravision, all-around sight
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 5 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 15
MELEE: 4 bites (1d6 primary) and 1 bite (1d6 iterative)
SPECIAL ATTACKS: hydra multi-attack/1 - Hits As: +1
SPECIAL DEFENSES: multi-headed, immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +25%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: IV (XP 520 + 500 if pyrohydra)
6-headed—AC 5, HD 6, hp 48, THAC0 13, Hits as +1, Melee bite (1d6 each), Saves 11/12/13/13/14, XP 838 (+700)
7-headed—AC 5, HD 7, hp 56, THAC0 13, Hits as +2, Melee bite (1d8 each), Saves 10/11/12/12/13, XP 1,273 (+825)
8-headed—AC 5, HD 8, hp 64, THAC0 12, Hits as +2, Melee bite (1d8 each), Saves 10/11/12/12/13, XP 1,915 (+1,200)
9-headed—AC 5, HD 9, hp 72, THAC0 12, Hits as +3, Melee bite (1d8 each), Saves 8/9/10/9/11, XP 2,864 (+1,600)
10-headed—AC 5, HD 10, hp 80, THAC0 10, Hits as +3, Melee bite (1d8 each), Saves 8/9/10/9/11, XP 4,120 (+1,800)
11-headed—AC 5, HD 11, hp 88, THAC0 10, Hits as +4, Melee bite (1d10 each), Saves 7/8/9/8/10, XP 5,808 (+2,250)
12-headed—AC 5, HD 12, hp 96, THAC0 9, Hits as +4, Melee bite (1d10 each), Saves 7/8/9/8/10, XP 5,936 (+3,400)
13-headed—AC 5, HD 13, hp 104, THAC0 9, Hits as +4, Melee bite (1d10 each), Saves 5/6/7/5/8, XP 7,972
14-headed—AC 5, HD 14, hp 112, THAC0 8, Hits as +4, Melee bite (1d12 each), Saves 5/6/7/5/8, XP 8,116
15-headed—AC 5, HD 15, hp 120, THAC0 8, Hits as +4, Melee bite (1d12 each), Saves 4/5/6/4/7, XP 10,500
16-headed—AC 5, HD 16, hp 128, THAC0 7, Hits as +4, Melee bite (2d6 each), Saves 4/5/6/4/7, XP 10,660
17-headed—AC 5, HD 17, hp 134, THAC0 7, Hits as +4, Melee bite (2d6 each), Saves 3/4/5/4/6, XP 13,450
18-headed—AC 5, HD 18, hp 142, THAC0 7, Hits as +4, Melee bite (2d8 each), Saves 3/4/5/4/6, XP 13,650
19-headed—AC 5, HD 19, hp 150, THAC0 7, Hits as +4, Melee bite (2d8 each), Saves 3/4/5/4/6, XP 17,700
20-headed—AC 5, HD 20, hp 158, THAC0 7, Hits as +4, Melee bite (2d10 each), Saves 3/4/5/4/6, XP 17,940
Hydrae are gray brown to blackish brown with lighter underbellies tinged towards yellow or tan. Their eyes are amber to orange. The teeth are yellowish white.
Hydrae are reptilian monsters found in marshes, swamps, and similar places, as well as in subterranean lairs.
Their large, four-legged bodies are surmounted by from 5 to 12 heads (roll an 8-sided die to determine number). Each head has 1 hit die of a full 8 hit points. When all of a hydra's heads are killed, the body dies, but not until each and every head is killed.
The hydra attacks according to the number of heads it has, each head being considered as a hit die. Thus, a hydra of 7 heads attacks as a monster of 7 hit dice.
It is possible for the hydra to attack several opponents at once, and up to 4 heads are able to attack the same target simultaneously.
Damage scored is based on the number of heads the hydra has: hydrae of 5 or 6 heads do 1-6 hit points of damage/attack, those with 7 to 10 heads score 1-8 points of damage, and hydrae with 11 or 12 heads do 1-10 hit points of damage.
Lernaean Hydra. These creatures are very rare. The lernaean hydra is indistinguishable from a normal hydra until it is attacked.
Every time one of the heads of these creatures is cut off or killed, it grows two new ones in 1-4 melee rounds unless fire is applied to the dead member or neck stump.
Thus, a 5-headed lernaean hydra could grow to a 12-headed monster in a single combat, gaining the appropriate hit dice and attack potential in the process.
Pyrohydra. Pyrohydrae also appear quite similar to normal hydrae, although their coloration may be tinged with more red. They seldom exceed 7 heads, 10% having 8, and no 9-headed pyrohydra has ever been recorded.
Each head of a pyrohydra is able to breathe fire twice per day, the breath shooting out in a cone ½" diameter at the mouth, 1" diameter at the end, and 2" long. This fire causes 8 hit points of damage (4 if saving throw versus dragon breath is made).
They can, of course, strike normally as well.
Neutral Large Monster (reptile) (36-ft, 8,000-lbs)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision, all-around sight
ARMOR CLASS: 0
MOVE: 12"
HIT DICE: 12 (hp 54 body, plus 12 hp per head)
% IN LAIR: 50%
TREASURE TYPE: see desc
ATTACK AC 0: 9
MELEE: 8 bites (1d6 plus 1d6 acid) and pincer tail (1d12 plus grab) and bite (1d20 plus 1d20 acid)
SPECIAL ATTACKS: acid saliva, poison (1d6), spit acid - Hits As: +4
SPECIAL DEFENSES: multi-headed, immune to weapon damage (body), immune to acid
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +60%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 9, Spell 11
LEVEL: IX (XP 5,800 + 16 per hp)
The dreaded thessalhydrae are monsters which love dark and damp conditions, so they are typically encountered in swamps, jungles, and subterranean lairs.
Normal attack is from the fringe of snake-like heads which ring the vast main mouth of the thessalhydra. Each head in the fringe is some 6 feet long, so many creatures can be attacked during a melee round. Each bite inflicts 1-6 points of damage plus an additional 1-6 unless the victim saves vs. Poison. Fringe heads each take 12 points of damage to sever. Thessalhydrae regenerate lost fringe heads in 12 days. Damage to fringe heads does not harm the body.
In addition, the main mouth bites for 1-20 points plus another 1-20 points of acid damage unless a saving throw vs. Poison succeeds. Note that items placed in the central maw are usually destroyed, as each owner must save vs. Acid and Crushing Blows every round until the items are removed.
The tail pincer is used to grasp an opponent, inflict 1-12 points of damage in the process, and then deposit the victim in the gaping central maw during the same round.
Once per day a thessalhydra can spit a glob of acidic saliva from its main mouth. The area covered is effectively a 12-foot diameter circle up to 3" distant from the monster. Creatures within this area will sustain 12-72 [12d6] points of acid damage and half damage if a saving throw vs. Poison is successful.
Acids of any sort, including poisonous acids, have no effect upon a thessalhydra.