Harpy
SizeAndType: Medium-Size Monstrous Humanoid
HitDice: 7d8 (31)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (average)
ArmorClass: 13 (+2 Dex, +1 natural)
Attacks: Club +7/+2 melee, or 2 claws +2 melee
Damage: Club 1d4, or claw 1d3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Captivating song
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 10, Cha 15
Skills: Bluff +8, Listen +7, Perform (buffoonery, chant, epic,limericks, melody, ode, storytelling) +9, Spot +6
Feats: Dodge, Flyby Attack
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary, pair, or flight (7-12)
ChallengeRating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General
Combat

When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.

Special Ability

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed at a Will save (DC 15) or become utterly captivated. This is a sonic, mind-affecting charm. If the save is successful, that creature cannot be affected again by that harpy's song for one day. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings. A bard's countersong ability allows the captivated creature to attempt a new Will save.

Hell Hound
SizeAndType: Medium-Size Outsider (Evil, Fire, Lawful)
HitDice: 4d8+4 (22)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 16 (+1 Dex, +5 natural)
Attacks: Bite +5 melee
Damage: Bite 1d8+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills: Hide +11, Listen +5, Move Silently +13, Spot +7*,Wilderness Lore +0*
Feats: Improved Initiative, Track
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or pack (5-12)
ChallengeRating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5-8 HD (Large)
Description
General

Hell hounds do not speak but understand Infernal.

Combat

Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it with their fiery breath toward the rest. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

Special Ability

Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds; damage 1d4+1, Reflex half DC 13. The fiery breath also ignites any flammable materials within the cone. Hell hounds can use their breath weapon while biting.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Skills: Hell hounds receive a +5 racial bonus to Hide and Move Silently checks. *They also receive a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.

Hippogriff
SizeAndType: Large Beast
HitDice: 3d10+9 (25)
Initiative: +2 (Dex)
Speed: 50 ft., fly 100 ft. (average)
ArmorClass: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d4+4, bite 1d8+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 4, Wis 13, Cha 8
Skills: Listen +4, Spot +7*
ClimateAndTerrain: Temperate and warm hill and plains
Organization: Solitary, pair, or flight (7-12)
ChallengeRating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Description
General
Combat

Hippogriffs dive at their prey and strike with their taloned forelegs. When they cannot dive, they slash with claws and beak.

Skills: *Hippogriffs receive a +4 racial bonus to Spot checks during daylight hours.

Training a hippogriff as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Hippogriffs mature at the same rate as horses. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.

Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Riding a trained hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Hobgoblin
SizeAndType: Medium-Size Humanoid (Goblinoid)
HitDice: 1d8+1 (5)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or javelin +2 ranged
Damage: Longsword 1d8; or javelin 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Hide +1, Listen +3, Move Silently +3, Spot +3
Feats: Alertness
ClimateAndTerrain: Temperate and warm land and underground
Organization: Gang (4-9), band (10-100 plus 50% noncombatantsplus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Description
General

Hobgoblins speak Goblin and Common.

Combat

These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.

Skills: Hobgoblins receive a +4 racial bonus to Move Silently checks.

A hobgoblin's favored class is fighter. Hobgoblin clerics can choose two of the following domains: Evil, Destruction, and Trickery.

Homunculus
SizeAndType: Tiny Construct
HitDice: 2d10 (11)
Initiative: +2 (Dex)
Speed: 20 ft., fly 50 ft. (good)
ArmorClass: 14 (+2 Dex, +2 size)
Attacks: Bite +2 melee
Damage: Bite 1d4-1 and poison
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft.
SpecialAttacks: Poison
SpecialQualities: Construct
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 3-6 HD (Tiny)
Description
General
Combat

Homunculi land on their victims and bite with their venomous fangs.

Special Ability

Poison (Ex): Bite, Fortitude save (DC 11); initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.

Special Ability

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

A homunculus costs 100 gp to create, including 20 gp for the body. This cost includes all the materials and spell components that are consumed by or become a permanent part of the creation.

Creating the body requires a Craft (sculpture or masonry) check (DC of 12).

After the body is sculpted, it is animated through an extended magical ritual that requires a 7th-level character with the Craft Wondrous Item feat. This ritual requires a week to complete: The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.

A character not actively working on the ritual must rest and can perform no other activities except eating, sleeping, or talking. If he or she misses a day, the process fails, and the ritual must be started anew; any gp spent on the failed ritual is lost (but not XP). The previously crafted body can be reused, as can the laboratory.

Completing the ritual requires casting arcane eye, mirror image, and mending on the final day of the ritual and drains 25 XP from the creator. He or she must cast the spells personally, but they can come from outside sources, such as scrolls.

Howler
SizeAndType: Large Outsider (Chaotic, Evil)
HitDice: 6d8+12 (39)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft.
ArmorClass: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Bite +10 melee, 1d4 quills +5 melee
Damage: Bite 2d8+5, quill 1d4+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Quills, howl
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: Climb +10, Hide +8, Listen +11, Move Silently +8, Search+1, Spot +11
Feats: Alertness, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (6-10)
ChallengeRating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-9 HD (Large); 11-18 HD (Huge)
Description
General
Combat

Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again.

Special Ability

Quills (Ex): The howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by the howler's quill attack must make a Reflex save (DC 16) or have the quill break off in his or her flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Removing the quill deals 1d6 additional points of damage.

Special Ability

Howl (Ex): All beings other than outsiders that hear the creature's howling for an hour or more are subject to its effect, though it does not help the howler in combat. Those within a 100-foot spread must succeed at a Will save (DC 12) or take 1 point of temporary Wisdom damage. The save must be repeated for each hour of exposure. This is a sonic, mind-affecting attack; deafened creatures are not subject to it.

Small and Medium-size infernal creatures such as quasits, abyssal orcs, or even succubi sometimes use howlers as mounts or pack animals. They are particularly useful underground. Larger and more powerful demons use them like hunting dogs.

Training a howler requires a successful Handle Animal check (DC 23 for a young creature, or DC 30 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic harness enchanted for the purpose. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.

Hag:Sea Hag
SizeAndType: Large Monstrous Humanoid (Aquatic)
HitDice: 3d8+3 (16)
Initiative: +1 (Dex)
Speed: 30 ft., swim 40 ft.
ArmorClass: 13 (-1 size, +1 Dex, +3 natural)
Attacks: 2 claws +6 melee
Damage: Claw 1d4+4
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Horrific appearance, evil eye
SpecialQualities: SR 14, water breathing
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 10
Skills: Craft or Knowledge (any one) +4, Hide +3, Listen +9, Spot +9
Feats: Alertness
ClimateAndTerrain: Any aquatic
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
ChallengeRating: 4 or 12 (covey)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Sea hags speak Giant and Common.

Special Ability

Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone who sets eyes upon one must succeed at a Fortitude save (DC 11) or instantly be weakened, taking 2d8 points of temporary Strength damage. This cannot reduce a victim to a negative Strength score, but anyone reduced to Strength 0 is helpless. Creatures who successfully save cannot be affected again by the same hag's horrific appearance for one day.

Special Ability

Evil Eye (Su): Three times per day a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed at a Fortitude save (DC 11). Creatures who fail have a 25% chance of dying instantly from fright; even if they survive, they fall into a whimpering catatonia for three days, although remove curse or dispel evil can restore sanity sooner.

Special Ability

Water Breathing (Ex): Sea hags can breathe underwater indefinitely and can freely use their abilities while submerged.

Hag:Annis
SizeAndType: Large Monstrous Humanoid
HitDice: 7d8+14 (45)
Initiative: +1 (Dex)
Speed: 40 ft.
ArmorClass: 20 (-1 size, +1 Dex, +10 natural)
Attacks: 2 claws +13 melee, bite +8 melee
Damage: Claw 1d6+7, bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Improved grab, rend 2d6+14, spell-like abilities
SpecialQualities: SR 19, steely skin
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Skills: Concentration +12, Hide +7, Listen +11, Spot +11
Feats: Alertness, Blind-Fight, Combat Casting
ClimateAndTerrain: Any land and underground
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
ChallengeRating: 6 or 12 (covey)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Annis speak Giant and Common.

Special Ability

Improved Grab (Ex): To use this ability, the annis must hit a Large or smaller creature with a claw attack.

Special Ability

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+14 points of damage.

Special Ability

Tear (Ex): An annis automatically hits a held opponent with all its melee attacks each round it maintains the hold.

Special Ability

Spell-Like Abilities: 3/day-change self and fog cloud. These abilities are as the spells cast by an 8th-level sorcerer.

Special Ability

Steely Skin (Ex): The steely skin of an annis reduces damage dealt by slashing and piercing weapons by 1 point of damage per hit. Conversely, their brittle bones increase damage dealt by bludgeoning weapons by 1 point per hit. (Treat combination weapons such as morningstars as bludgeoning weapons.)

Hag:Green Hag
SizeAndType: Medium-Size Monstrous Humanoid
HitDice: 9d8+9 (49)
Initiative: +1 (Dex)
Speed: 30 ft., swim 30 ft.
ArmorClass: 22 (+1 Dex, +11 natural)
Attacks: 2 claws +13 melee
Damage: Claw 1d4+4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities, weakness, mimicry
SpecialQualities: SR 18, darkvision 90 ft.
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 10
Skills: Concentration +13, Craft or Knowledge (any one) +5, Hide +11, Listen +11, Spot +11
Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude
ClimateAndTerrain: Temperate and warm forest and marsh
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
ChallengeRating: 5 or 12 (covey)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Green Hags speak Giant and Common.

Special Ability

Spell-Like Abilities: At will: change self, dancing lights, ghost sound, invisibility, pass without trace, tongues, and water breathing. These abilities are as the spells cast by an 8th-level sorcerer (save DC 10 + spell level).

Special Ability

Weakness (Su): The green hag can weaken a foe by making a special touch attack. The affected opponent must succeed at a Fortitude save (DC 13) or take 2d4 points of temporary Strength damage.

Special Ability

Mimicry (Ex): Green hags can imitate the sounds of almost any animal found near their lairs.

Halfling:Lightfoot
SizeAndType: Small Humanoid (Halfling)
HitDice: 1d8 (4)
Initiative: +1 (Dex)
Speed: 20 ft.
ArmorClass: 15 (+1 Size, +1 Dex, +3 studded leather)
Attacks: Longsword +2 melee; or heavy crossbow +3 ranged
Damage: Longsword 1d8-1; or heavy crossbow 1d10
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Halfling traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11
Skills: Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4
Feats: Weapon Focus (longsword)
ClimateAndTerrain: Any land and underground
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

Halflings speak Halfling and Common.

Combat

Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.

Special Ability

Halfling Traits (Ex): Halflings benefit from a number of racial traits.

  • Small: Halflings gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • +1 racial bonus to all saving throws.
  • +2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.)
  • +1 racial attack bonus with a thrown weapon.

Skills: Halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks.

A halfling's favored class is rogue.

Halfling:Tallfellow
SizeAndType: Small Humanoid (Halfling)
HitDice: 1d8 (4)
Initiative: +1 (Dex)
Speed: 20 ft.
ArmorClass: 15 (+1 Size, +1 Dex, +3 studded leather)
Attacks: Longsword +2 melee; or heavy crossbow +3 ranged
Damage: Longsword 1d8-1; or heavy crossbow 1d10
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Tallfellow traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11
Skills: Climb -2, Hide +5, Jump -2, Listen +3, Move Silently +2, Search +2, Spot +2
Feats: Weapon Focus (longsword)
ClimateAndTerrain: Any land and underground
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

Tallfellows speak Halfling and Common, and generally speak Elven as well.

Combat

Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.

Special Ability

Tallfellow Traits (Ex): Tallfellows benefit from a number of racial traits.

  • Small: Halflings gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • +1 racial bonus to all saving throws.
  • +2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.)
  • +1 racial attack bonus with a thrown weapon.
  • +2 racial bonus to Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.

Skills: Tallfellows's keen hearing bestows a +2 racial bonus to Listen checks.

A halfling's favored class is rogue.

Halfling:Deep Halfling
SizeAndType: Small Humanoid (Halfling)
HitDice: 1d8 (4)
Initiative: +1 (Dex)
Speed: 20 ft.
ArmorClass: 15 (+1 Size, +1 Dex, +3 studded leather)
Attacks: Longsword +2 melee; or heavy crossbow +3 ranged
Damage: Longsword 1d8-1; or heavy crossbow 1d10
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision, deep halfling traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11
Skills: Climb -2, Hide +5, Jump -2, Listen +3, Move Silently +4
Feats: Weapon Focus (longsword)
ClimateAndTerrain: Any land and underground
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

Deep Halflings speak Halfling, Common, and Dwarven.

Combat

Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.

Special Ability

Deep Halfling Traits (Ex): Deep halflings benefit from a number of racial traits.

  • Small: Halflings gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • +1 racial bonus to all saving throws.
  • +2 morale bonus to saving throws against fear. (This bonus stacks with the halfling's +1 bonus to saving throws in general.)
  • +1 racial attack bonus with a thrown weapon.
  • Darkvision up to 60 feet.
  • Stonecunning: Like dwarves, deep halflings receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Skills: Deep halflings receive a +2 racial bonus to Appraise checks and Craft checks that are related to stone or metal. Their keen hearing bestows a +2 racial bonus to Listen checks.

A deep halfling's favored class is rogue.

Hydra:Five-Headed Hydra
SizeAndType: Huge Beast
HitDice: 5d10+25 (52)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +5, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Six-Headed Hydra
SizeAndType: Huge Beast
HitDice: 6d10+30 (63)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 6 bites +5 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Seven-Headed Hydra
SizeAndType: Huge Beast
HitDice: 7d10+35 (73)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 7 bites +7 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Eight-Headed Hydra
SizeAndType: Huge Beast
HitDice: 8d10+40 (84)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Nine-Headed Hydra
SizeAndType: Huge Beast
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Ten-Headed Hydra
SizeAndType: Huge Beast
HitDice: 10d10+50 (105)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 10 bites +10 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Eleven-Headed Hydra
SizeAndType: Huge Beast
HitDice: 11d10+55 (115)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Twelve-Headed Hydra
SizeAndType: Huge Beast
HitDice: 12d10+60 (126)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 12 bites +13 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent
Saves: Fort +13, Ref +9, Will +4
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +9, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

Hydra:Five-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 5d10+25 (52)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +5, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Six-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 6d10+30 (63)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 6 bites +5 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Seven-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 7d10+35 (73)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 7 bites +7 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Eight-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 8d10+40 (84)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Nine-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Ten-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 10d10+50 (105)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 10 bites +10 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Eleven-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 11d10+55 (115)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 12
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Twelve-Headed Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 12d10+60 (126)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 12 bites +13 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype
Saves: Fort +13, Ref +9, Will +4
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +9, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 13
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Five-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 5d10+25 (52)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +5, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Six-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 6d10+30 (63)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 6 bites +5 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Seven-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 7d10+35 (73)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 7 bites +7 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Eight-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 8d10+40 (84)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Nine-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Ten-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 10d10+50 (105)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 10 bites +10 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Eleven-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 11d10+55 (115)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 12
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Twelve-Headed Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 12d10+60 (126)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 12 bites +13 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype
Saves: Fort +13, Ref +9, Will +4
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +9, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 13
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Five-Headed Lernaean Hydra
SizeAndType: Huge Magical Beast
HitDice: 5d10+25 (52)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +5, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Six-Headed Lernaean Hydra
SizeAndType: Huge Magical Beast
HitDice: 6d10+30 (63)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 6 bites +5 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Seven-Headed Lernean Hydra
SizeAndType: Huge Magical Beast
HitDice: 7d10+35 (73)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 7 bites +7 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Eight-Headed Lernean Hydra
SizeAndType: Huge Magical Beast
HitDice: 8d10+40 (84)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Nine-Headed Lernean Hydra
SizeAndType: Huge Magical Beast
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Ten-Headed Lernean Hydra
SizeAndType: Huge Magical Beast
HitDice: 10d10+50 (105)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 10 bites +10 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 12
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Eleven-Headed Lernean Hydra
SizeAndType: Huge Magical Beast
HitDice: 11d10+55 (115)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 13
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Twelve-Headed Lernean Hydra
SizeAndType: Huge Magical Beast
HitDice: 12d10+60 (126)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 12 bites +13 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialQualities: Scent, regrowth
Saves: Fort +13, Ref +9, Will +4
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +9, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 14
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
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.

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.

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.

Hydra:Five-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 5d10+25 (52)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +5, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Six-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 6d10+30 (63)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 6 bites +5 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Seven-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 7d10+35 (73)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 7 bites +7 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Eight-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 8d10+40 (84)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Nine-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 12
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Ten-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 10d10+50 (105)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 10 bites +10 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 13
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Eleven-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 11d10+55 (115)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 14
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Twelve-Headed Lernaean Pyrohydra
SizeAndType: Huge Magical Beast
HitDice: 12d10+60 (126)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 12 bites +13 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, fire subtype, regrowth
Saves: Fort +13, Ref +9, Will +4
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +9, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 15
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.

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.

Hydra:Five-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 5d10+25 (52)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +5, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Six-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 6d10+30 (63)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 6 bites +5 melee
Damage: Bite 1d10+3
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +6
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 9
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Seven-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 7d10+35 (73)
Initiative: +1 (Dex)
Speed: 20 ft., swim 10 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 7 bites +7 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +6, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 10
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Eight-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 8d10+40 (84)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee
Damage: Bite 1d10+4
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +11, Ref +7, Will +2
Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +7
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 11
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Nine-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 9 bites +9 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +7, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 12
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Ten-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 10d10+50 (105)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 10 bites +10 melee
Damage: Bite 1d10+5
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +8
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 13
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Eleven-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 11d10+55 (115)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +8, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 14
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.

Hydra:Twelve-Headed Lernaean Cryohydra
SizeAndType: Huge Magical Beast
HitDice: 12d10+60 (126)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
ArmorClass: 15 (-2 size, +1 Dex, +6 natural)
Attacks: 12 bites +13 melee
Damage: Bite 1d10+6
FaceAndReach: 20 ft. by 20 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Scent, cold subtype, regrowth
Saves: Fort +13, Ref +9, Will +4
Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9
Skills: Listen +9, Spot +9
Feats: Combat Reflexes
ClimateAndTerrain: Any marsh and underground
Organization: Solitary
ChallengeRating: 15
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Description
General
Combat

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.

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.

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.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

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.