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A single greater hydra is represented by multiple different creatures at once. There is one greater hydra body and at least one greater hydra head. If the greater hydra body dies then each greater hydra head does as well. Otherwise, each greater hydra head acts independently. No conditions other than death are shared. However, each greater hydra head cannot go more than the greater hydra body's SIZE × 5 feet away from the greater 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 fly at half speed.
If proficient: You instead fly at full speed.
You gain Supernatural Strength. In addition, you deal boosted with all melee weapon attacks and they are AV0 for you.
Attribute improvement: This ability sets your STR score to a minimum of 5.
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 fly at half speed.
If proficient: You instead fly at full speed.
You gain Supernatural Strength. In addition, you deal boosted with all melee weapon attacks and they are AV0 for you.
Attribute improvement: This ability sets your STR score to a minimum of 5.
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 |