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Monster · Boss Beast

Hydra

A weird animal that has three heads that each have their own thoughts. Each head itself is an intelligent creature (though they lack the ability to speak a common language), but the heads themselves are always in conflict. They struggle to make a decision on even the most basic things, sometimes resorting to infighting. Only when their existence is threatened by an outside source do the heads work together.

Name
Hydra
Type
Boss Beast
Danger Level
F
Hp
100
Mana
5
Ap
4
Rp
3
Initiative
+3
Focus
6
Power
6
Agility
3
Toughness
6
Evasion
10 / 23
Guard
6 / 12
Movement Speed
20ft
Fitness
5
Cunning
3
Reason
2
Awareness
6
Presence
2
Notable Skills
Perception+11
Light Attack
+6 Accuracy, 2d4+6
Heavy Attack
+6 Accuracy, 4d6+12
Appearance
The hydra is a creature with three heads resting on a long neck attached to a rather small frame. It is usually found with its body below the water with only the three heads sticking out. The necks and heads are covered in colored scales with each of the heads having a different color that marks their element. The Earth one is green, the Frost one is white and the Lightning one is golden.
Habitat
Almost always found near water. Due to the size of the hydra, usually a large river or lake.

Strategy

The hydra will open with their Hydra Breath attacks if the enemy isn’t in range, or if they can hit 3+ people with it. Otherwise, they will attempt a constrict into Three Headed Assault on a target when possible.

Running this monster

The Hydra can serve as a solo monster for a party of 4. The regenerative nature of the heads can make it feel to the players that they are not making progress or doing the wrong thing, so make sure to emphasize that the hydra is being slowed and weakened when the heads grow.

The Hydra lacks a strong central body for the players to target, so you can just put 3-5 head tokens to represent the heads (it dies after getting 6+ heads). The heads shouldn’t move more than 5ft away from each other.

Gather Parts: 1000 units of Primehide

Hydra