Spiketail Hydra (nine headed)
Huge Magical Beast
Hit Dice: 9d12+68 (122)
Initiative: +3
Speed: 30ft. (6 squares), swim 30ft.
Armor Class: 21 (-2 size, +2 dex +11 natural)
Base Attack/Grapple: +11/+24
Attack: Bite +15 (2d6+5), or Tail slap (1d10+5+poison)
Full Attack: 9 Bites +15 (2d6+5), and tail slap (1d10+5+poison)
Space/Reach: 15ft/10ft
Special Attack: Cone of Cold (2d6+7)
Special Qualities: Darkvision 60 ft., fast healing 19, lowlight-vision,scent, Greenblood oil (page 297 DMs guide)
Saves: Fort 12, Ref 9, Will 7
Abilities: Str 25, Dex 14, Con 22, Int 6, Wis 10, Cha 9
Skills: Spot +10, Listen +10, Swim +15
Feats: Blind-fight, Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)
Environment: Any
Organization: Solitary or in pairs
Challenge Rating: I need your help here, please
Treasure: 150% coins, 50% goods, standard items + Spikes (can be forged into armor or shield)
Alignment: Always Lawful Evil
Advancement: -
Level Adjustment: -
Heads re-grow from stumps, but deals half of full hp damage to the body when cut off, one head has 1/9 of full hp. Cut off tail to deal additional 2d6 damage and kill 2d4 heads, untill it re-grow in 1d4+1 rounds, this loss means no heads can "re-grow" before the tail is back, and when that happens the "dead" heads will come back to life
New Monster: Spiketail Hydra
Moderator: Hogan
- Ancient Soul
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New Monster: Spiketail Hydra
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