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A single hydra is represented by multiple different creatures at once. There is one hydra body and at least one hydra head. If the hydra body dies then each hydra head does as well. Otherwise, each hydra head acts independently. No conditions other than death are shared. However, each hydra head cannot go more than the hydra body's SIZE × 5 feet away from the hydra body.
Abilities:
You can drag and carry other creatures and items around even if you don't have prehensile body parts.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
You can drag and carry other creatures and items around even if you don't have prehensile body parts.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
Body Parts:
0Self
Ferocious jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d8Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Ferocious Jaw | 1d8 | -3 | AV0 | Normal (5 feet) | +1 | 0 lb. | -3 | Biting, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Scales | 0 | -3 | Self | 2 | 0 lb. | -3 | Armor, Body parts |