Hydra
Creature 6 — beast
AnvilLANDAQUATICbeast
Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities.
Source: pathfinder-monster-core
Perception +17; low-light-vision, scent (imprecise) 30 feet
Skills athletics +17, stealth +12 (+15 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, swim 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 two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. 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.
Head Regrowth — A hydra ordinarily has five 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.
A hydra 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 five heads are cauterized, the hydra dies.
Hydra Head
Hit Points 15
Immunities Area Damage
Weaknesses Slashing 5
A hydra 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 five heads are cauterized, the hydra dies.
Hydra Head
Hit Points 15
Immunities Area Damage
Weaknesses Slashing 5
Reactive Heads — A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. 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 Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round.
Reactive Strike (See Reactive Heads) —
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. On a failure (but not a critical failure), the hydra deals the damage from one fangs Strike to the target creature. This Strike counts as a number of attacks equal to the number of heads the hydra has toward the hydra's multiple attack penalty.
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
SnareLAND / AQUATICA controller that pins fleeing targets in place turns every attempt to disengage into another Reactive Strike from the extra heads.
FlankerLANDA mobile striker working a different angle forces the party to split attention while the reach and multiple reactions lock down the front.
SniperLANDA ranged damage dealer punishes the party for backing off to avoid the long reach, keeping pressure from both directions at once.
PUNISHES
✖ clumping✖ melee reliance✖ disengaging without ranged support
Avoid stacking with another Anvil; the encounter only needs one durable, reach-heavy body to control space, and a second creates a redundant HP check rather than new pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Hydra in the encounter builder — free, no install.
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