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MONSTERS (H)
Hag
Sea Hag Annis Green Hag
Large Monstrous Humanoid Large Monstrous Humanoid Medium-Size Monstrous
(Aquatic) Humanoid
Hit Dice: 3d8+3
(16 hp) 7d8+14 (45
hp) 9d8+9
(49 hp)
Initiative: +1
(Dex) +1
(Dex) +1
(Dex)
Speed: 30 ft.,
swim 40 ft. 40 ft. 30
ft., swim 30 ft.
AC: 13 (-1 size,
+1 Dex, +3 natural) 20 (-1 size, +1 Dex, +10 natural) 22 (+1 Dex, +11 natural)
Attacks: 2 claws
+6 melee 2 claws +13
melee, bite +8 melee 2 claws +13
melee
Damage: Claw 1d4+4 Claw 1d6+7, bite 1d6+3 Claw 1d4+4
Face/Reach: 5 ft.
by 5 ft./10 ft. 5 ft. by 5
ft./10 ft. 5
ft. by 5 ft./5 ft.
Special Attacks: Horrific Improved
grab, rend 2d6+14, Spell-like
abilities, weakness,
appearance, evil
eye spell-like
abilities mimicry
Special Qualities: SR 14, SR
19, steely skin SR 18,
darkvision 90 ft.
water breathing
Saves: Fort +2,
Ref +4, Will +4 Fort +4, Ref +6,
Will +6 Fort +6, Ref
+7, Will +7
Abilities: Str 19,
Dex 12, Con 12, Str 25, Dex 12, Con
14, Str 19, Dex
12, Con 12,
Int 10, Wis 13, Cha 10 Int 13, Wis 13, Cha 10 Int 13, Wis 13, Cha 10
Skills: Craft or
Knowledge Concentration +12, Hide +7, Concentration +13, Craft or
(any one) +4, Hide
+3, Listen +9, Listen +11, Spot +11 Knowledge (any one)
+5,
Spot +9 Hide
+11, Listen +11, Spot +11
Feats: Alertness Alertness,
Blind-Fight, Alertness,
Blind-Fight,
Combat
Casting Combat
Casting, Great Fortitude
Climate/Terrain: Any aquatic Any
land and underground Temperate
and warm forest and
marsh
Organization: Solitary or covey Solitary or covey (3 hags of Solitary
or covey (3 hags of any
(3 hags of any
type plus 1-8 ogres any type plus 1-8
ogres and 1-4 type plus 1-8 ogres
and 1-4 evil
and 1-4 evil
giants) evil
giants) giants)
Challenge Rating:
4 or 12 (covey) 6 or 12 (covey) 5 or 12
(covey)
Treasure: Standard Standard Standard
Alignment: Always
chaotic evil Always chaotic evil Always chaotic evil
Advancement: By
character class By character class By character
class
Hags speak Giant and Common.
Sea Hag
Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone who sets eyes upon one must succeed at a Fortitude save (DC 11) or instantly be weakened, taking 2d8 points of temporary Strength damage. This cannot reduce a victim to a negative Strength score, but anyone reduced to Strength 0 is helpless. Creatures who successfully save cannot be affected again by the same hag’s horrific appearance for one day.
Evil Eye (Su): Three times per day a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed at a Fortitude save (DC 11). Creatures who fail have a 25% chance of dying instantly from fright; even if they survive, they fall into a whimpering catatonia for three days, although remove curse or dispel evil can restore sanity sooner.
Water Breathing (Ex): Sea hags can breathe underwater indefinitely and can freely use their abilities while submerged.
Annis
Improved Grab (Ex): To use this ability, the annis must hit a Large or smaller creature with a claw attack.
Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+14 points of damage.
Tear (Ex): An annis automatically hits a held opponent with all its melee attacks each round it maintains the hold.
Spell-Like Abilities: 3/day-change self and fog cloud. These abilities are as the spells cast by an 8th-level sorcerer.
Steely Skin (Ex): The steely skin of an annis reduces damage dealt by slashing and piercing weapons by 1 point of damage per hit. Conversely, their brittle bones increase damage dealt by bludgeoning weapons by 1 point per hit. (Treat combination weapons such as morningstars as bludgeoning weapons.)
Green Hag
Spell-Like Abilities: At will: change self, dancing lights, ghost sound, invisibility, pass without trace, tongues, and water breathing. These abilities are as the spells cast by an 8th-level sorcerer (save DC 10 + spell level).
Weakness (Su): The green hag can weaken a foe by making a special touch attack. The affected opponent must succeed at a Fortitude save (DC 13) or take 2d4 points of temporary Strength damage.
Mimicry (Ex): Green hags can imitate the sounds of almost any animal found near their lairs.
Hag Covey
A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These are often polymorphed into less hostile forms and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).
Spell-Like Abilities: 3/day-animate dead, bestow curse, control weather, dream, forcecage, mind blank, mirage arcana, polymorph other, veil, and vision. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level). To use one of these abilities, all three hags must be within 10 feet of one another. This is a full-round action.
Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp (see below).
Hag Eye
Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane as the hag. Destroying a hag eye deals 1d10 points of damage to each member of the covey and blinds the one who sustained the greatest damage for 24 hours.
Halfling
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Longsword +2 melee; or heavy crossbow +3 ranged
Damage: Longsword 1d8-1; or heavy crossbow 1d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Halfling traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 8, Dex 13, Con 10, Int 11, Wis 11, Cha 11
Skills: Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4
Feats: Weapon Focus (longsword)
Climate/Terrain: Any land and underground
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1
leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1
3rd-level sergeant per 20 adults, 5_5th-level lieutenants, 3 7th-level
captains, 6-10 dogs, and 2-5 riding dogs)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Halflings speak Halfling and Common.
Combat
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches.
Halfling Traits (Ex): Halflings benefit from a number of racial traits.
Small: Halflings gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
+1 racial bonus to all saving throws.
+2 morale bonus to saving throws against fear. (This bonus stacks with the halfling’s +1 bonus to saving throws in general.)
+1 racial attack bonus with a thrown weapon.
Skills: Halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
Subraces
Tallfellows: They generally speak Elven in addition to the usual halfling languages.
Tallfellow Traits (Ex): These are in addition to the basic halfling traits, except where noted here.
+2 racial bonus to Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
Skills: Tallfellows are less athletic than lightfeet and do not receive any bonus to Climb, Jump, and Move Silently checks.
Deep Halflings: They speak Dwarven fluently.
Deep Halfling Traits (Ex): These are in addition to the basic halfling traits, except where noted here.
Darkvision up to 60 feet.
Stonecunning: Like dwarves, deep halflings receive a +2 racial bonus to checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Skills: Deep halflings receive a +2 racial bonus to Appraise checks and Craft checks that are related to stone or metal. They are less athletic than lightfeet and do not receive any bonus to Climb, Jump, and Move Silently checks.
Halfling Characters
A halfling’s favored class is rogue.
Harpy
Medium-Size Monstrous Humanoid
Hit Dice: 7d8 (31 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (average)
AC: 13 (+2 Dex, +1 natural)
Attacks: Club +7/+2 melee, 2 claws +2 melee
Damage: Club 1d4, claw 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Captivating song
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis_10, Cha 15
Skills: Bluff +8, Listen +7, Perform (buffoonery, chant, epic, limericks,
melody, ode, storytelling) +9, Spot +6
Feats: Dodge, Flyby Attack
Climate/Terrain: Temperate and warm land
and underground
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Combat
When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed at a Will save (DC 15) or become utterly captivated. This is a sonic, mind-affecting charm. If the save is successful, that creature cannot be affected again by that harpy’s song for one day. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
Hell Hound
Medium-Size Outsider (Evil, Fire, Lawful)
Hit Dice: 4d8+4 (22 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 16 (+1 Dex, +5 natural)
Attacks: Bite +5 melee
Damage: Bite 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Scent, fire subtype
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills: Hide +11, Listen +5, Move Silently +13, Spot +7*, Wilderness Lore +0*
Feats: Improved Initiative, Track
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5-8 HD (Large)
Hell hounds do not speak but understand Infernal.
Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it with their fiery breath toward the rest. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing prey relentlessly.
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds; damage 1d4+1, Reflex half DC 13. The fiery breath also ignites any flammable materials within the cone. Hell hounds can use their breath weapon while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Skills: Hell hounds receive a +5 racial bonus to Hide and Move Silently checks. *They also receive a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.
Hippogriff
Large Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2 (Dex)
Speed: 50 ft., fly 100 ft. (average)
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: 2 claws +5 melee, bite +0 melee
Damage: Claw 1d4+4, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +8*
Climate/Terrain: Temperate and warm hill
and plains
Organization: Solitary, pair, or flight (7-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Combat
Hippogriffs dive at their prey and strike with their taloned forelegs. When they cannot dive, they slash with claws and beak.
Skills: *Hippogriffs receive a +4 racial bonus to Spot checks during daylight hours.
Training a Hippogriff
Training a hippogriff as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Hippogriffs mature at the same rate as horses. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Riding a trained hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Hobgoblin
Medium-Size Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Longsword +1 melee; or javelin +2 ranged
Damage: Longsword 1d8; or javelin 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Hide +1, Listen +3, Move Silently +3, Spot +3
Feats: Alertness
Climate/Terrain: Temperate and warm land
and underground
Organization: Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level
sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or
tribe (30-300 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of
4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or
1-2 trolls)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Hobgoblins speak Goblin and Common.
Combat
These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.
Skills: Hobgoblins receive a +4 racial bonus to Move Silently checks.
Hobgoblin Characters
A hobgoblin’s favored class is fighter. Hobgoblin clerics can choose two of the following domains: Evil, Destruction, and Trickery.
Homunculus
Tiny Construct
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 50 ft. (good)
AC: 14 (+2 Dex, +2 size)
Attacks: Bite +2 melee
Damage: Bite 1d4-1 and poison
Face/Reach: 2 1/2 ft. by 2 1/2 ft./"0_ft.
Special Attacks: Poison
Special Qualities: Construct
Saves: Fort +0, Ref +2, Will_+1
Abilities: Str 8, Dex 15, Con -, _Int 10, Wis 12, Cha 7
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 3-6 HD (Tiny)
Combat
Homunculi land on their victims and bite with their venomous fangs.
Poison (Ex): Bite, Fortitude save (DC 11); initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Construction
A homunculus costs 100 gp to create, including 20 gp for the body. This cost includes all the materials and spell components that are consumed by or become a permanent part of the creation.
Creating the body requires a Craft (sculpture or masonry) check (DC of 12).
After the body is sculpted, it is animated through an extended magical ritual that requires a 7th-level character with the Craft Wondrous Item feat. This ritual requires a week to complete: The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and ritual can be performed together.
A character not actively working on the ritual must rest and can perform no other activities except eating, sleeping, or talking. If he or she misses a day, the process fails, and the ritual must be started anew; any gp spent on the failed ritual is lost (but not XP). The previously crafted body can be reused, as can the laboratory.
Completing the ritual requires casting arcane eye, mirror image, and mending on the final day of the ritual and drains 25 XP from the creator. He or she must cast the spells personally, but they can come from outside sources, such as scrolls.
Howler
Large Outsider (Chaotic, Evil)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Bite +10 melee, 1d4 quills +5 melee
Damage: Bite 2d8+5, quill 1d4+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Quills, howl
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: Climb +10, Hide +8, Listen +11, Move Silently +8, _Search +1, Spot +11
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (6-10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-9 HD (Large); 11-18 HD (Huge)
Combat
Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again.
Quills (Ex): The howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by the howler’s quill attack must make a Reflex save (DC 16) or have the quill break off in his or her flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Removing the quill deals 1d6 additional points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or more are subject to its effect, though it does not help the howler in combat. Those within a 100-foot spread must succeed at a Will save (DC 12) or take 1 point of temporary Wisdom damage. The save must be repeated for each hour of exposure. This is a sonic, mind-affecting attack; deafened creatures are not subject to it.
Training a Howler
Small and Medium-size infernal creatures such as quasits, abyssal orcs, or even succubi sometimes use howlers as mounts or pack animals. They are particularly useful underground. Larger and more powerful demons use them like hunting dogs.
Training a howler requires a successful Handle Animal check (DC 23 for a young creature, or DC 30 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic harness enchanted for the purpose. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.
Hydra
Five-Headed Six-Headed Seven-Headed
Huge Beast Huge
Beast Huge
Beast
Hit Dice: 5d10+25
(52 hp) 6d10+30 (63 hp) 7d10+35 (73
hp)
Initiative: +1
(Dex) +1
(Dex) +1
(Dex)
Speed: 20 ft.,
swim 10 ft. 20 ft.,
swim 10 ft. 20
ft., swim 10 ft.
AC: 15 (-2 size,
+1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural)
Attacks: 5 bites +4 melee 6 bites +5 melee 7
bites +7 melee
Damage: Bite
1d10+3 Bite
1d10+3 Bite
1d10+4
Face/Reach: 20 ft.
by 20 ft./10 ft. 20 ft. by 20 ft./10
ft. 20 ft. by
20 ft./10 ft.
Special Qualities: Scent Scent Scent
Saves: Fort +9,
Ref +5, Will +1 Fort +10, Ref
+6, Will +2 Fort +10,
Ref +6, Will +2
Abilities: Str 17,
Dex 12, Con 20, Str 17, Dex 12, Con
20, Str 19, Dex
12, Con 20,
Int 3, Wis 10, Cha 9 Int 3, Wis 10, Cha 9 Int 3, Wis 10, Cha
9
Skills: Listen +5, Spot +6 Listen +6, Spot +6 Listen
+6, Spot +7
Feats: Combat Reflexes Combat Reflexes Combat
Reflexes
Eight-Headed Nine-Headed Ten-Headed
Huge Beast Huge
Beast Huge
Beast
Hit Dice: 8d10+40
(84 hp) 9d10+45 (94 hp) 10d10+50
(105 hp)
Initiative: +1
(Dex) +1
(Dex) +1
(Dex)
Speed: 20 ft.,
swim 20 ft. 20 ft.,
swim 20 ft. 20
ft., swim 20 ft.
AC: 15 (-2 size,
+1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural) 15 (-2 size, +1 Dex, +6 natural)
Attacks: 8 bites +8 melee 9 bites +9 melee 10
bites +10 melee
Damage: Bite
1d10+4 Bite
1d10+5 Bite
1d10+5
Face/Reach: 20 ft.
by 20 ft./10 ft. 20 ft. by 20 ft./10
ft. 20 ft. by
20 ft./10 ft.
Special Qualities: Scent Scent Scent
Saves: Fort +11,
Ref +7, Will +2 Fort +11, Ref +7,
Will +3 Fort +12, Ref
+8, Will +3
Abilities: Str 19,
Dex 12, Con 20, Str 21, Dex 12, Con
20, Str 21, Dex
12, Con 20,
Int 2, Wis 10, Cha 9 Int 2, Wis 10, Cha 9 Int 2, Wis 10, Cha
9
Skills: Listen +7, Spot +7 Listen +7, Spot +8 Listen
+8, Spot +8
Feats: Combat Reflexes Combat Reflexes Combat
Reflexes
Eleven-Headed Twelve-Headed
Huge Beast Huge
Beast
Hit Dice: 11d10+55
(115 hp) 12d10+60
(126 hp)
Initiative: +1
(Dex) +1
(Dex)
Speed: 20 ft., swim 20 ft. 20 ft., swim 20
ft.
AC: 15 (-2 size,
+1 Dex, +6 natural) 15
(-2 size, +1 Dex, +6 natural)
Attacks: 11 bites +12 melee 12 bites +13 melee
Damage: Bite
1d10+6 Bite
1d10+6
Face/Reach: 20 ft.
by 20 ft./10 ft. 20
ft. by 20 ft./10 ft.
Special Qualities: Scent Scent
Saves: Fort +12,
Ref +8, Will +3 Fort
+13, Ref +9, Will +4
Abilities: Str 23,
Dex 12, Con 20, Str
23, Dex 12, Con 20,
Int 2, Wis 10, Cha 9 Int
2, Wis 10, Cha 9
Skills: Listen +8, Spot +9 Listen +9, Spot +9
Feats: Combat Reflexes Combat Reflexes
Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating:
Five-headed 4
(normal);
6 (pyro- or cryo-);
7 (Lernaean); or
8 (Lernaean pyro- or cryo-)
Six-headed 5 (normal);
7 (pyro- or cryo-);
8 (Lernaean);
or 9 (Lernaean pyro- or cryo-)
Seven-headed 6 (normal);
8 (pyro- or cryo-);
9 (Lernaean);
or 10 (Lernaean pyro- or cryo-)
Eight-headed 7 (normal);
9 (pyro- or cryo-);
10 (Lernaean);
or 11 (Lernaean pyro- or cryo-)
Nine-headed 8 (normal);
10 (pyro- or cryo-);
11 (Lernaean);
or 12 (Lernaean pyro- or cryo-)
Ten-headed 9 (normal);
11 (pyro- or cryo-);
12 (Lernaean);
or 13_(Lernaean pyro- or cryo-)
Eleven-headed 10 (normal);
12 (pyro- or cryo-);
13 (Lernaean);
or 14 (Lernaean pyro- or cryo-)
Twelve-headed 11 (normal);
13 (pyro- or cryo-);
14 (Lernaean);
or 15 (Lernaean pyro- or cryo-)
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: -
Magical Beasts
Three special kinds of hydras-the Lernaean hydra, the pyrohydra, and the cryohydra-are magical beasts rather than beasts. They have all the same characteristics and statistics blocks that ordinary hydras have, and in addition they possess special abilities.
Combat
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The hydra can no longer attack with the severed head but suffers no other penalties. A severed head regrows in about a month.
Skills: Hydras receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads.
Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.
Lernaean Hydra
The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day.
To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra’s heads.
Pyrohydra
These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + the hydra’s Constitution modifier.
Fire Subtype (Ex): Fire immunity; double damage from cold except on a successful save.
A pyrohydra may also be of the Lernaean form.
Cryohydra
These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + the hydra’s Constitution modifier.
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
A cryohydra may also be of the Lernaean form.