Resembling a collection of snapping serpents atop a thick, coiling lower body that can run up to 20 feet long, the Hydra is an imposing and brutish menace, lairing in the clammy backwaters of the world and devouring any creature smaller than itself. Its scales are as varied in hue as those of any species of snake, from glossy to dull and from greenish black to crimson, often marked with patterns of stripes, diamonds, and patchworks of color. Some Hydras have heads that are more fanged and viperlike, with smooth and supple scales, while others have rugged hides that are leathery in texture, and elongated crocodilian or even draconic visages. Regardless, most Hydras possess brightly colored frills or crests, traits they take great pride in and use to intimidate prey as well as to scare off potential predators.
Hydra. Typical hydrae grow between 5 and 12 heads. However, rarer, larger specimens are known to grow up to 20 heads. A hydra will regrow any lost heads over 24 hours as long as one head remains. A hydra that has all of it's heads destroyed is killed.
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (IV. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
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) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; 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 205)
Hydra Multi-attack. A hydra with more than 2 active heads can choose how many heads are a primary attack (to a maximum of 4 heads) and how many heads strike iteratively (but must be at least 1). A hydra will normally select the maximum available to use as it's primary attack.
Immune to Weapon Damage. A hydra's body regenerates all weapon damage at the end of each round. In order to kill a hydra, the attacker must attack and destroy all of the hydra's heads. Each head is typically held high and can only be hit by weapons (wielded by man-sized opponents) of 8 feet in length or longer or if the hydra attacks the individual attacking it and both the hydra and it's opponent have the same group initiative (e.g. the opponent wins initiative and delays it's attack). Only one attack (not attack routine) can be made this way.
Multi-headed. Hydrae are granted one saving throw per active head versus mind affecting effects. If one saving throw is successful, the hydra makes the save.
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (IV. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 6 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 13
MELEE: 4 bites (1d6; primary) and 2 bites (1d6; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +1
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +30%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V (XP 538)
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (V. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 7 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 13
MELEE: 4 bites (1d8; primary) and 3 bites (1d8; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +2
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +35%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VI (XP 848)
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (VI. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 8 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 12
MELEE: 4 bites (1d8; primary) and 4 bites (1d8; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +2
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VII (XP 1,290)
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (VI. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 9 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 12
MELEE: 4 bites (1d8; primary) and 4 bites (1d8; iterative) and 1 bite (1d8; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +3
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +45%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VII (XP 1,864)
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (VII. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 10 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 10
MELEE: 4 bites (1d8; primary) and 4 bites (1d8; iterative) and 2 bites (1d8; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +3
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +50%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VII (XP 2,620)
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (VII. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 11 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 10
MELEE: 4 bites (1d10; primary) and 4 bites (1d10; iterative) and 3 bites (1d10; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +4
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +55%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LEVEL: VIII (XP 3,558)
Neutral Large Monster (reptile) (20 ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1 (VII. 1)
SURPRISE: 33%
SENSES: infravision; all-around sight
ARMOR CLASS: 5; Heads are AC 1 vs. missile attacks
SPEED: 90 ft.
HIT DICE: 12 (hp 8 per head)
% IN LAIR: 20%
TREASURE TYPE: B
ATTACK AC 0: 9
MELEE: 4 bites (1d10; primary) and 4 bites (1d10; iterative) and 4 bites (1d10; iterative) using hydra multi-attack
SPECIAL ATTACKS: hydra multi-attack; Hits As: +4
SPECIAL DEFENSES: multi-headed; immune to weapon damage (body)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +60%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LEVEL: VIII (XP 4,386)