This regal hydra has one larger head and four smaller ones, and projects an aura of authority and menace.
Divine Guardian Hydra CR 5
XP 1,600
N Huge magical beast (air, water)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +16
AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, â2 size)
hp 47 (5d10+20); fast healing 5
Fort +8, Ref +5, Will +5
Defensive Abilities ability healing; Immune disease, mind-affecting effects, poison
Speed 40 ft., fly 40 ft. (perfect), swim 40 ft.
Melee 5 bites +7 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce
Spell-Like Abilities (CL 5th; concentration +6)
At willâdimension door (within sacred site only)
3/dayâalarm, knock
1/dayâarcane lock, augury, clairaudience/clairvoyance, hold portal
A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.
Environment temperate ruins
Organization solitary
Treasure standard
CR: Same as the base creature +1.
HD Abilities
1â2 Alarm 3/day, dimension door at will (within sacred site only), hold portal
3â4 Arcane lock, knock 3/day
5â6 Augury, clairaudience/clairvoyance
7â8 Dismissal
9â10 Commune
11â12 Guards and wards
13â14 Forbiddance
15â16 Banishment
17â18 Repulsion
19â20 Screen
21+ Antipathy
Abilities: Wis +4, Cha +4. If the base creature has an Intelligence score of 2 or lower, it also gains Int +4.
Organization: Solitary.
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.