Eleven-Headed Brass Hydra (from the
Book of Eldritch Might)
Huge Construct
Hit Dice: 11d10 (60 hit points)
Initiative: -1
Speed: 15 feet, swim 15 feet
Armor Class: 25 (-2 size, -1 Dexterity, +18 natural)
BAB/Grapple: +11/+30
Attack: bite +20 melee (1d10 + 11, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: 11 bites +20 melee (1d10 + 11, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 20 feet by 20 feet/10 feet
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 feet, scent, construct traits
Saves: Fortitude +8, Reflex +6, Will +2
Abilities: Str 33, Int -, Wis 8, Dex 8, Con -, Cha 1
Skills: -
Feats: -
Environment: Any land and underground
Organization: Solitary or gang (2 - 4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: -
Brass hydras measure 30 feet long and can weigh up to 9 tons. They are used most often as guardians of important treasures. Unlike living hydras, the brass hydra cannot be defeated by lopping off its heads. It must be destroyed entirely.
Breath Weapon (Su): First or second round of combat - cloud of poisonous gas, 10-foot cube directly in front of the construct lasting 1 round, free action every 1d4 + 1 rounds; Fortitude save (DC 17) negates, initial damage - 1d4 temporary Constitution, secondary damage - death.
Scent (Ex): Can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The brass hydra detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the brass hydra can pinpoint that source.
Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.
Home Three Worlds Monsters
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