One-Headed Hydra (3.5e Creature)

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One-Headed Hydra

One-Headed Hydra
Size/Type: Huge Magical Beast
Hit Dice: 1d10+8 (11 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 11 (–2 size, +1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+12
Attack: 1 bite +0 melee (1d10+1)
Full Attack: 1 bite +0 melee (1d10+1)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., fast healing 11, low-light vision, scent
Saves: Fort +5, Ref +1, Will -1
Abilities: Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills: Listen +4, Spot +4, Swim +9
Feats: Iron Will
Environment: Temperate marshes
(Pyro: Warm marshes)
(Cryo: Cold marshes)
Organization: Solitary
Challenge Rating: 1/2(normal);
1(pyro- or cryo-)
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement:
Level Adjustment:

Strategies and Tactics

Try to attack the Hydra from a distance. Better yet, don't attack it at all!

Sample Encounters

Deep in the marshes of Dilverwood, you hear a roar. You can see several creatures scurrying in fear. You hear a steady Thoom, Thoom, Thoom , and can see a huge monster approach you.

Ecology

Environment:

Typical Physical Characteristics:

Alignment:

Typical Treasure

Typical treasure for the one-headed hydra is as follows: 4 GP

1/10 coins at CR 1/2 computes to 40 sp. 50% Gems computes to nothing 50% Items computes to nothing

Advanced Creatures



Back to Main Page 3.5e Homebrew Creatures CR 1/2

gollark: You → tor magic → hidden service thing.
gollark: What? No.
gollark: ... the server for the service.
gollark: Yes.
gollark: Your connection is run through Tor, but not to an exit node.
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