Twelve-Headed Hydra | CR 11 |
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Usually N Huge Magical Beast Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +10 Languages — |
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AC 22, touch 9, flat-footed 21 hp 129 (12 HD); fast healing 22 Fort +13, Ref +9, Will +6 |
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Speed 20 ft., swim 20 ft. Melee 12 bites +17 (2d8+6) Space 15 ft.; Reach 10 ft. Base Atk +12; Grp +26 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, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite), Combat Reflexes Skills Listen +9, Spot +10, 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. |