The Hydra: an alternate view

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Here’s a slightly odd take on a solution to the hydra problem for 4e. A standard level 12 encounter for 4 PCs would feature (1) Hydra, (1) Skulking Hydra Head, and (4) minion Hydra Heads for a 6-headed hydra.

I had to create a new mechanic for multiple monsters sharing a single body. It should, I hope, be self-explanatory.

Hydra large natural beast (reptile) Level 12 Elite Brute (Body) XP 1,400
Hydra Body When a hydra moves, it moves its appendages along with it. If the hydra is pushed, pulled, or slid, all adjacent hydra appendages are also pushed, pulled, or slid.
Initiative +9 Senses: Perception +13; all-around vision,
HP 340; Bloodied 170 AC 25; Fortitude 26, Reflex 24, Will 23 Saving Throws +2 Speed 5; swim 10 Action Points 1
Bite (standard; at-will) Reach 2; +14 vs AC; 1d8 + 5 damage
Hydra Feast When a hydra’s melee attack hits an enemy, appendages adjacent to that enemy may make an immediate basic attack upon it.
Head Regeneration (when first bloodied by an attack that does neither fire nor acid damage, encounter) The hydra’s head is severed and is replaced by two heads. One is identical to the head of the (now bloodied) hydra. The other is a Skulking Hydra Head. A hydra cannot regenerate a head if reduced to 0 hit points by the attack that bloodied it.
Twining Necks (minor; at-will) The hydra may freely rearrange all of its appendages, provided that they all remain adjacent to its body.
Lurking Strike (move, recharge 5, 6) +16 vs AC; 3d8 + 5 damage If a lurking strike succeeds, the hydra’s defenses all increase by 2 until the beginning of its next turn.
Alignment Unaligned Languages –
Str 20 (+11) Con 20 (+11) Dex 16 (+9) Int 2 (+2) Wis 14 (+8) Cha 8 (+5)
Skulking Hydra Head large natural beast (reptile) Level 12 Lurker (Appendage) XP 700
Hydra Appendage Hydra appendages cannot move into a space that is nonadjacent to their body. An appendage cannot be pushed, pulled, or slid to a position that is not adjacent to its body.
Initiative +14 Senses: Perception +13
HP 92; Bloodied 46 AC 26; Fortitude 25, Reflex 25, Will 23 Speed 5; swim 10 (appendage)
Bite (standard; at-will) +16 vs AC; 1d8 + 5 damage
Combat Advantage A skulking hydra head that has combat advantage deals an extra 1-6 damage on its attacks.
Head Regeneration (when first bloodied by an attack that does neither fire nor acid damage, encounter) The skulking hydra head is severed and replaced by two heads. One is identical to the (now bloodied) skulking hydra head. The other is a hydra head (minion). A skulking hydra head cannot regenerate a head if reduced to 0 hit points by the attack that bloodied it.
Entwined Sacrifice (immediate reaction, recharge 6) The lurking hydra head may switch places with an adjacent hydra head as an immediate reaction.
Lurking Strike (move, recharge 5, 6) +16 vs AC; 3d8 + 5 damage If a lurking strike succeeds, the hydra’s defenses all increase by 2 until the beginning of its next turn.
Alignment Unaligned Languages –
Str 20 (+11) Con 20 (+11) Dex 18 (+10) Int 2 (+2) Wis 14 (+8) Cha 8 (+5)
Hydra Head large natural beast (reptile) Level 12 Minion (Appendage) XP 175
Hydra Appendage Hydra appendages cannot move into a space that is nonadjacent to their body. An appendage cannot be pushed, pulled, or slid to a position that is not adjacent to its body.
Initiative +9 Senses: Perception +13
HP 1; a missed attack never damages a minion AC 25; Fortitude 25, Reflex 24, Will 23 Speed 5; swim 10 (appendage)
Bite (standard; at-will) +14 vs AC; 9 damage
Alignment Unaligned Languages –
Str 20 (+11) Con 20 (+11) Dex 16 (+9) Int 2 (+2) Wis 14 (+8) Cha 8 (+5)

Stuart

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