Six-Headed PyrohydraCR 7

Usually N Huge Magical Beast (Fire)

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


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

Special Actions breath weapon

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.

Breath Weapon (Su) 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 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.

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.