Divine Guardian Hydra

Divine Guardian Hydra

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, –2 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 will—dimension door (within sacred site only)
3/day—alarm, knock
1/day—arcane lock, augury, clairaudience/clairvoyance, hold portal

Ability Healing (Ex)

Blessed Life (Ex)

Divine Swiftness (Ex)

Hydra Traits (Ex)

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.

Regenerate Head (Ex)

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.

Sacred Site (Ex)

Environment temperate ruins
Organization solitary
Treasure standard

Creating a Divine Guardian

CR: Same as the base creature +1.

Ability Healing (Ex)

HD Abilities

1–2 Alarm 3/day, dimension door at will (within sacred site only), hold portal

3–4 Arcane lock, knock 3/day

5–6 Augury, clairaudience/clairvoyance

7–8 Dismissal

9–10 Commune

11–12 Guards and wards

13–14 Forbiddance

15–16 Banishment

17–18 Repulsion

19–20 Screen

21+ Antipathy

Aura (Ex)

Blessed Life (Ex)

Divine Swiftness (Ex)

Sacred Site (Ex)

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.