Eleven-Headed Hydra | CR 10 |
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Usually N Huge Magical Beast Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +9 Languages — |
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AC 21, touch 9, flat-footed 20 hp 118 (11 HD); fast healing 21 Fort +12, Ref +8, Will +5 |
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Speed 20 ft., swim 20 ft. Melee 11 bites +16 (1d10+6) Space 15 ft.; Reach 10 ft. Base Atk +11; Grp +25 Atk Options Blind-Fight, Combat Reflexes |
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Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Feats Blind-Fight, Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes Skills Listen +9, Spot +9, Swim +14 |
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Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads.
Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads. A hydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity. |