Ten-Headed HydraCR 9

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +9

Languages

AC 20, touch 9, flat-footed 19
(−2 size, +1 Dex, +11 natural)

hp 108 (10 HD); fast healing 20

Fort +12, Ref +8, Will +3

Speed 20 ft., swim 20 ft.

Melee 10 bites +14 (1d10+5)

Space 15 ft.; Reach 10 ft.

Base Atk +10; Grp +23

Atk Options Blind-Fight, Combat Reflexes

Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

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

Skills Listen +8, Spot +9, Swim +13

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.