Six-Headed HydraCR 5

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +7

Languages

AC 16, touch 9, flat-footed 15
(−2 size, +1 Dex, +7 natural)

hp 66 (6 HD); fast healing 16

Fort +10, Ref +6, Will +4

Speed 20 ft., swim 20 ft.

Melee 6 bites +8 (1d10+3)

Space 15 ft.; Reach 10 ft.

Base Atk +6; Grp +17

Atk Options Combat Reflexes

Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Feats Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes

Skills Listen +6, Spot +7, Swim +11

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.