Alkoasha
Creature 6 (unique) — beast
AnvilCrasherLANDSUBTERRANEANbeast
Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities.
Source: gatewalkers-bestiary
Perception +17; low-light-vision, scent (imprecise) 30 feet
Skills athletics +17, stealth +12 (+17 in water)
Str
+7
Dex
+4
Con
+5
Int
-3
Wis
+2
Cha
-1
AC 23 (all-around vision)
Fort +15
Ref +12
Will +10
HP 90 (hydra regeneration)
Speed 25 feet, burrow 25 feet
Offense
Melee Fangs (reach-10) +16, Damage 2d6+7 piercing
Abilities
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Hydra Regeneration — The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows one head; on a critical success, two uncauterized stumps regrow. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Alkoasha's Head Regrowth — Alkoasha has ten heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn.
Alkoasha can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all ten heads are cauterized, the hydra dies.
Hydra Head
Hit Points 15
Immunities Area Damage
Weaknesses Slashing 5
Alkoasha can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all ten heads are cauterized, the hydra dies.
Hydra Head
Hit Points 15
Immunities Area Damage
Weaknesses Slashing 5
Attack of Opportunity —
Multiple Opportunities — A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round.
Focused Assault — The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra's multiple attack penalty as a number of attacks equal to the number of heads the hydra has.
Storm of Jaws — The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks.
WORKS WELL WITH
WeaverLAND / SUBTERRANEANA Weaver can pull enemies into the hydra's extended reach, compounding its multiple attacks of opportunity into devastating punishment for repositioning.
MenderLAND / SUBTERRANEANA Mender sustains the hydra through attrition while its regeneration handles light wounds, allowing it to anchor the frontline longer.
ShadeLAND / SUBTERRANEANA Shade debuffs enemy saving throws, making the hydra's Focused Assault more reliable against priority targets.
PUNISHES
✖ maneuvering✖ unfocused damage
Stacking multiple Anvils without enough damage output lets enemies outlast the party's sustained attrition.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Alkoasha in the encounter builder — free, no install.
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