Twelve-Headed HydraCR 11

Usually N Huge Magical Beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +10


AC 22, touch 9, flat-footed 21
(−2 size, +1 Dex, +13 natural)

hp 129 (12 HD); fast healing 22

Fort +13, Ref +9, Will +6

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

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

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.