I hope you enjoy the oceanic hydra, and I'll be back next week with another monster. Thank you for reading!
PS: Don't forget the Here Be Monsters 2 contest going on now. This post has all the details you need to enter your monster. I'm hoping to see a lot of great entries!
Four crested
serpentine heads are barely visible through a shroud of mist. The creature
towers over maritime vessels.
Oceanic Hydra CR 18
XP 153,600
CE Colossal magical beast
(aquatic)
Init –1; Senses darkvision 60 ft., low-light
vision, scent; Perception +25
Aura aquatic
shell (5 ft.)
DEFENSE
AC 33, touch 1,
flat-footed 33 (–1 Dex, +32 natural, –8 size)
hp 312
(25d10+175); regeneration 20 (fire)
Fort +21, Ref +13, Will +12
Immune acid, cold
OFFENSE
Speed 30 ft.,
swim 80 ft.
Melee 4 bites +29
(3d8+11/19–20 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks
breath weapon (60-ft. cone, 10d6 bludgeoning damage, Reflex DC 29 for half,
usable every 1d4 rounds), capsize, constrict (3d8+11), ship killer
STATISTICS
Str 33, Dex 8, Con 25, Int 5, Wis 18, Cha 10
Base Atk +25; CMB +44 (+46 bull rush, +48 grapple and
sunder); CMD 53 (55 vs. bull rush and sunder, can't be tripped)
Feats Awesome
Blow, Cleave, Cleaving FinishUC, Crippling CriticalAPG,
Critical Focus, Great Cleave, Greater Sunder, Improved Bull Rush, Improved
Cleaving FinishUC, Improved Critical (bite), Improved Sunder, Power
Attack, Weapon Focus (bite)
Skills Perception
+25, Swim +29
SQ hydra traits,
regenerate head
ECOLOGY
Environment any
aquatic
Organization
solitary
Treasure standard
SPECIAL ABILITIES
Aquatic Shell (Su)
A constantly flowing shroud of water surrounds an oceanic hydra. This aura
douses all nonmagical fires in the area and inflicts a –4 on ranged attack
rolls. Additionally, the hydra gains concealment (20% miss chance) against all
attacks made from more than 5 feet away. If a creature with the fire subtype
ends its turn adjacent to the hydra, it takes 25d6 points of damage (DC 29 Reflex
save for half). Finally, the shell dispels any fire spells targeting or
including the hydra in their area, but the hydra must succeed on a dispel check
(1d20 + the hydra’s HD) against the spell (DC 11 + caster level of the fire
spell). If a hydra succeeds at dispelling a spell with an area of effect, it
only dispels the portion covering the hydra’s space.
If an oceanic hydra takes at least 50 points of fire damage
from a single source, it loses the benefit of its shell. If it is in a body of
water, it can use a standard action to restore the shell.
Breath Weapon (Su)
In addition to the damage dealt by an oceanic hydra’s breath weapon, the hydra
also gains a free awesome blow combat maneuver against all creatures taking
damage (creatures succeeding at their Reflex saves add 8 to their CMD).
Hydra Traits (Ex)
An oceanic 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 an oceanic 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 10 points of fire damage must be
dealt to the stump (a touch attack to hit) before they appear. 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 fire.
Ship Killer (Ex) An
oceanic hydra ignores 5 points of hardness with all of its attacks.
Dread krakens took terrestrial hydras for their regenerative
abilities and grafted on several abilities to create marine engines of
destruction. The resulting oceanic hydras are slightly more intelligent than
their land-bound progenitors and only start off with four heads. Where they
truly shine is in their devastating abilities. They breathe a torrent of
seawater that pushes foes away, and they have a protective watery shell that
proves antithetical to fiery creatures and effects. Oceanic hydras prefer to
open their attacks by breaching the hulls of ships and attacking those fleeing
from the sinking vessels. As with many dread kraken creations, these hydras owe
no fealty to their creators, but the krakens are content to allow the hydras to
rampage on the surface while they remain safe on the ocean floor.