Initiative rolls on Str instead of Dex.
Reach 6, all enemies at the start of their turn, DC 14 Str or dazed and poisoned until the end of their next turn. Can be ignited with fire doing 2d10+20 and prone to all creatures in reach 6 (including the hydra), stopping the miasma.
One head to start. Every 20 damage from the front a head is chopped off and 2 regrow.
While the hydra has 2+ heads it misses on a 1 to 3
- •Reposition.
Changes facing, then move 3.
- •Flurry of bites.
Can only attack front facing, attack x number of heads, reach 2, d6+5 damage.
- •Screeching roar.
All enemies in reach 6, DC 14 Wil or frightened on next turn.
125 HP. The hydra is wounded and focuses its attention. "mine, no mine!" is no longer in effect.
The hydra is running out of energy for its regeneration. 90 more damage and it dies. Until then it does not regrow heads.
Drakkenheim note: This monster replaces the Duchess in combat. "My guardian will rip you limb from limb!". If beaten the Duchess becomes a social encounter. The Duchess cannot be fought. DM note: Introduce as a dragon, the hydra bit comes later. This hydra lives in water and, being sopping wet, lacks the usual interaction with fire. This is replaced by its miasma of constant rot and regeneration cloud ignition. If the head thing is getting out of control do a screeching roar to reduce pressure, or reposition. If it's too easy have the last stand be reposition and bite in one action. Assess 1: (once multiheaded) The heads snap and bicker and pull in different directions. Assess 2: The gas cloud smells like methane (or a fantasy equivalent), highly volatile Assess 3: The beast seeks to stay facing the heroes